
It also opens up opportunities for your players to do fun stuff in a town that could lead to some hilarious unforeseen circumstances.Īlso, I'd like to see someone work out a sub-section of researching, where a wizard creates a magic circle and summons a demon to be questioned. That just feels like a lot more fun than making a simple skill check. Travel to a certain library in a certain city, track down a dusty tome that needs to be translated, interview an entity through a magic censer. I'd say you should go out of your way to put research in your campaign every once in a while. There was never a concrete feeling of what one could and couldn't do with certain skills, especially arcana. One thing that happened in my 4e games is that what skills could do became so abstract and broad that it covered too much ground. Research is a nice way to have a bit of time pass and make the acquisition of knowledge something that takes a bit of an investment. Most stuff that could require research is sort of handled with a simple skill check. This is a pretty cool idea that I think is being overlooked a bit in 5e. It also costs one gold per day to cover expenses. It could take days, it could include Intelligence (Investigation) checks, and you might need to seek out specific individuals or tomes. This one is left largely in the hands of the DM. You could have a book with a cover made of dragon scales, for example. You could make spell books out of the weird stuff you find on adventures. You can just take their armor, clean it up and sell it!īeing a bookbinder might be really cool. The thing about making armor, though, is that you're likely to kill dozens of people on your adventures. Or maybe you could make chain shirts (50 gp). Making leather armor (10 gp) or a shield (10 gp) might work out OK.

In the book, it gives the example of crafting plate mail. While crafting, you can live a modest lifestyle without having to pay the cost.Īrmor would take a long time to craft. So basically you'll be spending 2.5 gold to make a 5 gold item. You'll need to expend raw materials worth half the total market value. For each day of downtime you spend crafting, you can craft one or more items worth a total of 5 gold. You'll need appropriate tools, usually artisan tools.

I'd like to shine a light on them, as they will most definitely enrich your campaign. I also think some of the downtime ideas are great but are easily overlooked. I also want to throw out some ideas for expansion, and discuss the potential perils or usability of some of these concepts. I want it all on one sheet so I don't have to do a lot of page flipping. The downtime rules are spread between two books, which is a little unwieldy. The point of this article is to be a simple reference. To me, the idea of the heroes going out to get drunk or starting a business is just as much fun as going on a dungeon crawl. My sessions are probably half spent in downtime.

It's a simple set of guidelines designed to help you run your campaign when the heroes are between adventures. Today I am going to write about downtime, the system of between-adventure rules created for 5th edition Dungeons & Dragons. I posted a new youtube video - episode 5 of the great modron march.
