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=== Training ===
=== Training ===
Training is an exclusive task that consumes all available free time, but is also not something that requires contiguous work, meaning you can spend 10 weeks training with animal handling, and then switch to gambling for a month, and then continue training animal handling where you left off.
The amount of time for training a new skill proficiency (or expertise if you are already proficient) is below:
{| class="wikitable"
|-
! Skill Proficiency !! Time to train
|-
| Acrobatics || 50 weeks
|-
| Animal Handling || 50 weeks
|-
| Arcana || 40 weeks
|-
| Athletics || 60 weeks
|-
| Deception || 50 weeks
|-
| History || 40 weeks
|-
| Insight || 50 weeks
|-
| Intimidation || 50 weeks
|-
| Investigation || 50 weeks
|-
| Medicine || 50 weeks
|-
| Nature || 50 weeks
|-
| Perception || 50 weeks
|-
| Performance || 50 weeks
|-
| Persuasion || 50 weeks
|-
| Religion || 40 weeks
|-
| Sleight of Hand || 50 weeks
|-
| Stealth || 50 weeks
|-
| Survival || 50 weeks
|-
| Tool || Varies
|}
Gaining proficiency with a tool is significantly shorter than with other skills, but requires more investment due to the increase in material consumption for practice, and the lack of valuable product that can be gained by learning (as an example, training in animal handling is free because while you are learning to handle animals, you are also caring for animals and basically paying for yourself, whereas learning how to smith, you will make some really shitty swords wasting a lot of material that nobody wants).
The tool proficiencies are as follows:
{| class="wikitable"
|-
! Tool Proficiency !! Cost !! Time to train
|-
| Alchemist’s supplies || 100 gp || 12 weeks
|-
| Brewer’s supplies || 40 gp || 16 weeks
|-
| Calligrapher's Supplies || 20 gp || 12 weeks
|-
| Carpenter’s tools || 20 gp || 8 weeks
|-
| Cartographer’s tools || 30 gp || 12 weeks
|-
| Cobbler’s tools || 10 gp || 8 weeks
|-
| Cook’s utensils || 3 gp || 8 weeks
|-
| Glassblower’s tools || 60 gp || 8 weeks
|-
| Jeweler’s tools || 150 gp || 12 weeks
|-
| Leatherworker’s tools || 20 gp || 8 weeks
|-
| Mason’s tools || 30 gp || 8 weeks
|-
| Painter’s supplies || 20 gp || 8 weeks
|-
| Potter’s tools || 20 gp || 10 weeks
|-
| Smith’s tools || 100 gp || 10 weeks
|-
| Tinker’s tools || 100 gp || 12 weeks
|-
| Weaver’s tools || 5 gp || 8 weeks
|-
| Woodcarver’s tools || 5 gp || 8 weeks
|}
Unlike other skills, gaining a tool expertise (double proficiency bonus) costs twice as much time, although the material consumption is the same, so if you had no training in jeweler's tools, it would take you 150 gold and 12 weeks to become proficient, but if you wanted to go straight to expert, it cost 300 gold and 36 weeks in total to do so.

Revision as of 11:06, 10 November 2017

THIS IS DRAFT FORM, none of this is final but it's sort of the direction we'll be heading.

Downtime Activities

As members of the Magistery, you have a lot of resources to research and develop various things, learn languages, hone skills, and even create magical items or new inventions.

More rules and guidance to come soon.

The categories of Downtime include:

  • Gambling (potentially gaining or losing money)
  • Carousing (potentially gaining vital trade contacts)
  • Relaxing (gain advantage against diseases and poisons)
  • Pit Fighting (potentially gain prize winnings)
  • Religious Service (potentially gaining religious favor)
  • Research (potentially learning some piece of useful lore)
  • Scribing Spell Scroll(s) (create a spell scroll for personal use)
  • Training (may gain proficiency with skills or tools, or learn a language)
  • Working in the Artificery (gaining gold)
  • Crafting (Creating magical items for personal use, or for sale)

Crafting

The general rules for crafting are you can craft any item you desire from the standard list up to "very rare" and the cost & time requirements are as follows:

Rarity Time to craft Cost in materials
Common 2 weeks 50 gp + base material cost
Uncommon 10 weeks 200 gp + base material cost
Rare 100 weeks 2,000 gp + base material cost
Very Rare 200 weeks 20,000 gp + base material cost
Legendary 1000 weeks 100,000 gp + base material cost

Note, the above times are for Apprentices, as they have less free time than Disciples and above to pursue personal interests. Graduating to Disciple will not change the material costs, but would reduce the amount of time it requires to craft these items. Additionally, these are total weeks of work, and could be divided among multiple crafters. Generally, wealthy adventurers don't wait 20 years to craft a legendary item, they might contract 19 helpers and craft it in 1 year (although you would have to pay 19 skilled artisans a year's salary...so it's a give and take)

Crafting a +1 Plate Mail for instance would take an apprentice 10 weeks, and cost them 200gp if they already have plate mail. If they don't already have plate mail, they would first have to obtain plate mail for 1500 gp, and then craft magical enchantments upon it for a total of 1700 gold and 30 days (but 19 Armor Class!). Please note that this will also require proficiency in the appropriate tools for the object being enchanted (e.g. jewelry tools for enchanting a ring)

Crafting healing potions are slightly different than normal crafting:

Type Time Cost
Healing (2d4 + 2 hp) 1 day 25gp
Greater Healing (4d4 + 4) 1 week 100gp
Superior Healing (8d4 + 8) 4 weeks 1,000gp
Supreme Healing (10d4 + 20) 8 weeks 10,000gp

Training

Training is an exclusive task that consumes all available free time, but is also not something that requires contiguous work, meaning you can spend 10 weeks training with animal handling, and then switch to gambling for a month, and then continue training animal handling where you left off.

The amount of time for training a new skill proficiency (or expertise if you are already proficient) is below:

Skill Proficiency Time to train
Acrobatics 50 weeks
Animal Handling 50 weeks
Arcana 40 weeks
Athletics 60 weeks
Deception 50 weeks
History 40 weeks
Insight 50 weeks
Intimidation 50 weeks
Investigation 50 weeks
Medicine 50 weeks
Nature 50 weeks
Perception 50 weeks
Performance 50 weeks
Persuasion 50 weeks
Religion 40 weeks
Sleight of Hand 50 weeks
Stealth 50 weeks
Survival 50 weeks
Tool Varies

Gaining proficiency with a tool is significantly shorter than with other skills, but requires more investment due to the increase in material consumption for practice, and the lack of valuable product that can be gained by learning (as an example, training in animal handling is free because while you are learning to handle animals, you are also caring for animals and basically paying for yourself, whereas learning how to smith, you will make some really shitty swords wasting a lot of material that nobody wants).

The tool proficiencies are as follows:

Tool Proficiency Cost Time to train
Alchemist’s supplies 100 gp 12 weeks
Brewer’s supplies 40 gp 16 weeks
Calligrapher's Supplies 20 gp 12 weeks
Carpenter’s tools 20 gp 8 weeks
Cartographer’s tools 30 gp 12 weeks
Cobbler’s tools 10 gp 8 weeks
Cook’s utensils 3 gp 8 weeks
Glassblower’s tools 60 gp 8 weeks
Jeweler’s tools 150 gp 12 weeks
Leatherworker’s tools 20 gp 8 weeks
Mason’s tools 30 gp 8 weeks
Painter’s supplies 20 gp 8 weeks
Potter’s tools 20 gp 10 weeks
Smith’s tools 100 gp 10 weeks
Tinker’s tools 100 gp 12 weeks
Weaver’s tools 5 gp 8 weeks
Woodcarver’s tools 5 gp 8 weeks

Unlike other skills, gaining a tool expertise (double proficiency bonus) costs twice as much time, although the material consumption is the same, so if you had no training in jeweler's tools, it would take you 150 gold and 12 weeks to become proficient, but if you wanted to go straight to expert, it cost 300 gold and 36 weeks in total to do so.