Post by Vee on Jun 9, 2016 15:32:28 GMT
Yo', I've taken a look at downtime rules chatted Ryku about it, and I've got rules clarification/suggestions to be made.
Time in downtime: 1 IRL Day -> 1 Downtime day has past. It doesn't matter if your character was out on adventure and stuck in goblin caves for a week, within the timey-wimy space of the estate you get one day of downtime. This avoids the book keeping nightmares and prevents the temptation of artificially extending an adventure for more downtime on return. I read somewhere that the ratio of IRL to in-game time is 1:2. I feel like that's a bit more reasonable, but it doesn't matter too much. Regardless this needs to be clarified under game rules.
Doing shit in downtime: I suggest a google doc or table with the character's activity on each given downtime, even allow people to pre-plan things so they don't have to edit the doc every day. (Obviously stuff that didn't happen yet, didn't happen yet.)
Income in downtime: I recommend forcing people to always take 10 on income tests, and list the days they acquire new teams/rooms. Much like inventory it will be up to the individual player to be honest and diligent about book keeping, but should anyone question since they take 10 on a daily basis number checking should be fairly straight forward. Bonus points if people use the step by step break down of the downtime phases.
Earning Exp in downtime: There's a downtime action that lets you go on "mini-solo adventure" to get exp. Ryku wanted this completely removed. While I agree it's far too powerful, I would recommend either limiting it to once a week, or once between adventures, or once a level, so that people who might not have as an open schedule are failing to find games due to being under-leveled.
Ban research spell in downtime: AFAIK custom spells aren't a thing, so no reason this should be a thing.
Being naughty during downtime: Some downtime actions allow you to do naughty things, like kidnapping people off the street. I feel like the limitation here should be: that naughty things done to NPCs have to be done with GM approval (so people are aware that their favorite innkeep has been gone for a few days). As for naughty things being done to PCs, I recommend requiring the player's approval for now. While the idea of hazing the new guy might be fun, no one likes having their character fucked with when they're not aware and in some ways on a meta-level (since downtime is inherently a meta system).
Events: Allow organization/building events to trigger either at GM discretion or by purchasing them with credits.
Other thoughts: Downtime and some class features have different functionality based on the settlement. It would be nice if we had a "State of the Estate" stickied thread that outlined the current stats to the settlement www.d20pfsrd.com/gamemastering/other-rules/settlements . Oh also, disallow retraining HP since that defeats the purpose a fixed HP progression system.
Time in downtime: 1 IRL Day -> 1 Downtime day has past. It doesn't matter if your character was out on adventure and stuck in goblin caves for a week, within the timey-wimy space of the estate you get one day of downtime. This avoids the book keeping nightmares and prevents the temptation of artificially extending an adventure for more downtime on return. I read somewhere that the ratio of IRL to in-game time is 1:2. I feel like that's a bit more reasonable, but it doesn't matter too much. Regardless this needs to be clarified under game rules.
Doing shit in downtime: I suggest a google doc or table with the character's activity on each given downtime, even allow people to pre-plan things so they don't have to edit the doc every day. (Obviously stuff that didn't happen yet, didn't happen yet.)
Income in downtime: I recommend forcing people to always take 10 on income tests, and list the days they acquire new teams/rooms. Much like inventory it will be up to the individual player to be honest and diligent about book keeping, but should anyone question since they take 10 on a daily basis number checking should be fairly straight forward. Bonus points if people use the step by step break down of the downtime phases.
Earning Exp in downtime: There's a downtime action that lets you go on "mini-solo adventure" to get exp. Ryku wanted this completely removed. While I agree it's far too powerful, I would recommend either limiting it to once a week, or once between adventures, or once a level, so that people who might not have as an open schedule are failing to find games due to being under-leveled.
Ban research spell in downtime: AFAIK custom spells aren't a thing, so no reason this should be a thing.
Being naughty during downtime: Some downtime actions allow you to do naughty things, like kidnapping people off the street. I feel like the limitation here should be: that naughty things done to NPCs have to be done with GM approval (so people are aware that their favorite innkeep has been gone for a few days). As for naughty things being done to PCs, I recommend requiring the player's approval for now. While the idea of hazing the new guy might be fun, no one likes having their character fucked with when they're not aware and in some ways on a meta-level (since downtime is inherently a meta system).
Events: Allow organization/building events to trigger either at GM discretion or by purchasing them with credits.
Other thoughts: Downtime and some class features have different functionality based on the settlement. It would be nice if we had a "State of the Estate" stickied thread that outlined the current stats to the settlement www.d20pfsrd.com/gamemastering/other-rules/settlements . Oh also, disallow retraining HP since that defeats the purpose a fixed HP progression system.