Difference between revisions of "Downtime"

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<noinclude>{{Navi}}</noinclude>
 
<noinclude>{{Navi}}</noinclude>
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{{Aside|Hyrulean Downtime|These rules are meant to completely replace the downtime used in ''D&D''.  These rules are specifically meant to allow downtime to be something between game sessions that don't need to directly involve a DM, be simpler to follow, and feel more natural at the rapid pace of adventure found in video games like ''Zelda.''  If your DM prefers it, the normal downtime rules for D&D&mdash;either those in the ''Dungeon Master's Guide'' or those in ''Xanathar's Guide to Everything'' can be used with Legends of Hyrule.  Due to copyright protection, those rules will not be reproduced here.}}
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{{RaceText}}<div style="max-width: {{EntryWidth}};">Any substantial time between adventures is called '''downtime'''.  Downtime could range from a few in-game hours to a few months, or whatever the DM decides will fit the campaign.  These rules are designed so "downtime" occurs between each real-life game session, but that needn't necessarily be the case.  Players can only undertake downtime activities during downtime or when the DM calls for them.  Each player-character can normally undertake one '''downtime activity''' during downtime, but your DM may allot for more activities.{{a}}Normally each activity represents roughly a few days doing something other than adventuring, but this need not necessarily be the case. Each project represent as little as one hour or as much as one year, or whatever fits the world and circumstances as your narrator determines. Your ability to complete an activity might have much more to do with your motivation and luck than the amount of time available, after all.{{a}}It's assumed that during any amount of downtime in Hyrule, you find a way to cover your living expenses such as shelter and food.  You needn't expend your accumulated [[rupee]]s on rations or lodging unless your DM calls for it.{{a}}What follows are the default downtime activities you can choose from, but your DM might change or add to these depending on the location of downtime and the nature of your campaign.{{a}}Whenever you make an [[ability check]] as part of an activity, assume you can't use a temporary effect like [[spell]] to get an [[advantage]] or other increase to your ability check unless that effect grants this boon continuously for at least 24 hours.
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{{stub}}
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==Craf==
 
{{stub}}
 
{{stub}}
{{Aside|The Limits of Downtime|A DM is expected to govern how many days of productive downtime a character can complete.  There is no inherent drawback, for example, to spending months or even years gathering funds in downtime to prepare for the next adventure<!--&mdash;though a long-lived {{Race|Zora}} might like this idea more than a short-lived {{Race|Deku Scrub}}-->.  To prevent this, the DM might draw upon a sense of urgency; if [[Ganon]]'s forces are building up, then every hour is precious time that can't be wasted.  Even a single day of downtime might have tangible consequences, such as allowing time for a horde of {{C|Bulblin}}s raid an innocent village.{{a}}Alternatively, the DM may provide a "budget" of productive downtime days.  A character might gain three weeks of productivity each time they gain a level, for example.  Though abstract, a method like this provides a simple and inherent incentive to not spend characters' entire lives in downtime.}}
 
*Downtime is optional.
 
*Downtime is normally measured in days. 
 
*Each day of downtime assumes expenses for food and shelter.
 
*A downtime day can be spent...
 
 
<!-- ==Animal Training== -->
 
==Catching Up==
 
* Gain experience points (or a full level) if the levels of player-characters in your party significantly exceed your own.
 
* Increase an ability score by 1, to a maximum of 7.
 
* Gain proficiency with simple weapons.
 
 
==Construction==
 
==Crafting==
 
 
* Brew potions
 
* Brew potions
 
* Forge weapons
 
* Forge weapons
 
* Prepare rations, cook
 
* Prepare rations, cook
==Resting==
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==Rest==
==Retraining==
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By recovering from your adventures, you gain [[advantage]] on the next saving throw you make against a disease or poison.  You also either fully regain hit points (if the downtime isn't long enough for a [[long rest]]), or gain {{thp}} equal to your level.
Replace one Improvement.  Below 20th level, this can only be accomplished once per level.
+
If you spend 500 [[rupee]]s on professional services, you can also gain one of the following benefits for every 500 rupees you spend:
 
+
* A curse afflicting you ends (per the {{Spell|Remove Curse}} spell)
The lost Improvement can be replaced with another [[feat]] for which you qualify, or another Improvement normally afforded by your initial [[class]].
+
* One effect that prevents you from regaining {{hp}} ends
 
+
* One [[ability score]] that has been reduced to less than its normal value
Retraining cannot be used to replace any Improvement that increased your [[ability score]]s.
+
==Retrain==
==Socialization & Recreation==
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You forget one Improvement you've previously acquired from your [[class]] (unless it was an ability score increase).  The lost Improvement can be replaced with another [[feat]] for which you qualify, or an an ability score increase normally afforded by an Improvement.  This activity can't be used to gain other special Improvements specific to each class, but it can be used to forget them.{{a}}Alternatively, you can use the "Retraining" feature of your initial class during this downtime instead of needing to level up.  You can still use it again when your level does increase.{{a}}Unless you are at 20th level, your level must increase before you can undertake this activity again.
* Gathering information
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==Study==
* Sow rumors
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By pouring over tomes, interviewing experts, training, and scouring together knowledge, you can improve your repertoire of skills.  Make an {{int}} check against DC 20.  On a success, you gain a proficiency point per your initial [[classes|class]] which you can invest immediately or save for later.
==Studying==
 
* Gain a proficiency point per your initial [[classes|class]].
 
 
==Trade==
 
==Trade==
* All basic adventuring purchases can be accomplished in a day or less
+
By visiting a few different merchants in nearby locations, you can buy or sell any number of common items so long as you have enough [[rupee]]s.  You can buy any item listed on the pages for [[armor]], [[weapons]], [[gear]], [[tools]], [[goods]], and [[services]] for their listed cost in [[rupees]].  You can also sell any of these items to regain half (50%) of their cost in [[rupee]]s.  If you sell [[trade goods]] or [[gemstones]], you instead regain their full cost in rupees.{{a}}Buying or selling [[magic item]]s not listed on these pages is a little more difficult, and requires you to undertake the [[trade in magic items]] activity instead.  Any items not listed on these pages&mdash;such as real estate, animals, or services&mdash;should either be discussed with your DM or not accomplished during downtime.
* Spellcasting services
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==Trade in magic items==
* Magic items
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{{stub}}
* Property and real estate
 
* Vehicles
 
* Financial assets, investments, and commodities
 
 
==Work==
 
==Work==
* Run a business
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You put your skills into freelance work or other honest means of earning some extra [[rupee]]s.  If your campaign centers around one city, you might even start running a regular business there.  You make one [[ability check]] to represent your effort over the entirety of downtime.  You can choose one of the following checks to make, plus any your DM deems appropriate:
* Work a trade
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* {{str}} ([[Athletics]]) check for manual labor
* Perform for tips
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* {{con}} ([[Animal Handling]] or [[Nature]]) check to work as a farmhand
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* {{int}} check using [[artisan's tools]] or a [[vehicle]] with which you are proficient
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* {{cha}} ([[Performance]]) check
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* {{cha}} check to entertain with a [[musical instrument]] with which you are proficient
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At the end of downtime, you gain a number of rupees equal to the result &times; 10.  If you added your proficiency bonus to the ability check, you instead gain a number of rupees equal to the result &times; 10 &times; your proficiency bonus.
 +
 
 +
==Alternatives==
 +
Your DM might also offer some of the following options as an activity, depending on the nature of your campaign:
 +
* Tame or train an [[animal]]
 +
* Make an {{cha}} check to sow rumors that affect society
 +
* Gain renown, carouse, attend festivals, or engage in other social events with various outcomes
 +
* Make an {{int}} check to gain lore relevant to the world or the campaign
 +
* Undertake criminal activity, with greater risks but greater rewards than work
 +
* Invest in a business or run one yourself, which has an upfront cost but is more profitable than work
 +
* Trade in property, real estate, bonds, or other financial assets adventurers don't normally chase
 +
* Construct a strongholds, castle, or ship over several downtime activities
 +
* Employ mercenaries, artisans, or other professional workers
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* Make a {{wis}} ([[Religion]]) check for religious activity that might earn subtle supernatural benefits
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* Succeed on a DC 15 {{str}} check to gain proficiency with all simple weapons
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* Succeed on a DC 12 {{int}} check to increase one of your [[ability score]]s by 1, to a maximum of 7
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* Gain an amount of experience points to catch up with higher-level members of your party
 +
* Require a downtime activity be used to raise your level
 +
</div>

Revision as of 16:26, 28 December 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

Hyrulean Downtime
These rules are meant to completely replace the downtime used in D&D. These rules are specifically meant to allow downtime to be something between game sessions that don't need to directly involve a DM, be simpler to follow, and feel more natural at the rapid pace of adventure found in video games like Zelda. If your DM prefers it, the normal downtime rules for D&D—either those in the Dungeon Master's Guide or those in Xanathar's Guide to Everything can be used with Legends of Hyrule. Due to copyright protection, those rules will not be reproduced here.
Any substantial time between adventures is called downtime. Downtime could range from a few in-game hours to a few months, or whatever the DM decides will fit the campaign. These rules are designed so "downtime" occurs between each real-life game session, but that needn't necessarily be the case. Players can only undertake downtime activities during downtime or when the DM calls for them. Each player-character can normally undertake one downtime activity during downtime, but your DM may allot for more activities.
     Normally each activity represents roughly a few days doing something other than adventuring, but this need not necessarily be the case. Each project represent as little as one hour or as much as one year, or whatever fits the world and circumstances as your narrator determines. Your ability to complete an activity might have much more to do with your motivation and luck than the amount of time available, after all.
     It's assumed that during any amount of downtime in Hyrule, you find a way to cover your living expenses such as shelter and food. You needn't expend your accumulated rupees on rations or lodging unless your DM calls for it.
     What follows are the default downtime activities you can choose from, but your DM might change or add to these depending on the location of downtime and the nature of your campaign.
     Whenever you make an ability check as part of an activity, assume you can't use a temporary effect like spell to get an advantage or other increase to your ability check unless that effect grants this boon continuously for at least 24 hours.
This page or section is incomplete, and will eventually be expanded with more information.

Craf

This page or section is incomplete, and will eventually be expanded with more information.
  • Brew potions
  • Forge weapons
  • Prepare rations, cook

Rest

By recovering from your adventures, you gain advantage on the next saving throw you make against a disease or poison. You also either fully regain hit points (if the downtime isn't long enough for a long rest), or gain temporary heart points equal to your level. If you spend 500 rupees on professional services, you can also gain one of the following benefits for every 500 rupees you spend:

  • A curse afflicting you ends (per the remove curse spell)
  • One effect that prevents you from regaining heart points ends
  • One ability score that has been reduced to less than its normal value

Retrain

You forget one Improvement you've previously acquired from your class (unless it was an ability score increase). The lost Improvement can be replaced with another feat for which you qualify, or an an ability score increase normally afforded by an Improvement. This activity can't be used to gain other special Improvements specific to each class, but it can be used to forget them.
     Alternatively, you can use the "Retraining" feature of your initial class during this downtime instead of needing to level up. You can still use it again when your level does increase.
     Unless you are at 20th level, your level must increase before you can undertake this activity again.

Study

By pouring over tomes, interviewing experts, training, and scouring together knowledge, you can improve your repertoire of skills. Make an Intelligence check against DC 20. On a success, you gain a proficiency point per your initial class which you can invest immediately or save for later.

Trade

By visiting a few different merchants in nearby locations, you can buy or sell any number of common items so long as you have enough rupees. You can buy any item listed on the pages for armor, weapons, gear, tools, goods, and services for their listed cost in rupees. You can also sell any of these items to regain half (50%) of their cost in rupees. If you sell trade goods or gemstones, you instead regain their full cost in rupees.
     Buying or selling magic items not listed on these pages is a little more difficult, and requires you to undertake the trade in magic items activity instead. Any items not listed on these pages—such as real estate, animals, or services—should either be discussed with your DM or not accomplished during downtime.

Trade in magic items

This page or section is incomplete, and will eventually be expanded with more information.

Work

You put your skills into freelance work or other honest means of earning some extra rupees. If your campaign centers around one city, you might even start running a regular business there. You make one ability check to represent your effort over the entirety of downtime. You can choose one of the following checks to make, plus any your DM deems appropriate:

At the end of downtime, you gain a number of rupees equal to the result × 10. If you added your proficiency bonus to the ability check, you instead gain a number of rupees equal to the result × 10 × your proficiency bonus.

Alternatives

Your DM might also offer some of the following options as an activity, depending on the nature of your campaign:

  • Tame or train an animal
  • Make an Charisma check to sow rumors that affect society
  • Gain renown, carouse, attend festivals, or engage in other social events with various outcomes
  • Make an Intelligence check to gain lore relevant to the world or the campaign
  • Undertake criminal activity, with greater risks but greater rewards than work
  • Invest in a business or run one yourself, which has an upfront cost but is more profitable than work
  • Trade in property, real estate, bonds, or other financial assets adventurers don't normally chase
  • Construct a strongholds, castle, or ship over several downtime activities
  • Employ mercenaries, artisans, or other professional workers
  • Make a Wisdom (Religion) check for religious activity that might earn subtle supernatural benefits
  • Succeed on a DC 15 Strength check to gain proficiency with all simple weapons
  • Succeed on a DC 12 Intelligence check to increase one of your ability scores by 1, to a maximum of 7
  • Gain an amount of experience points to catch up with higher-level members of your party
  • Require a downtime activity be used to raise your level