So I created these alternate rules for downtime, mainly because my players wanted it. I also stole a massive chunk of this stuff from other people and then reworked it to fit a little better. I remember reading somewhere that WotC tried to avoid creating any other way to succeed except for going adventuring, because if you could just run a shop then why bother adventuring at all. I didn't really enjoy that as a player, like spending 300 days of downtime to make some armor, seemed a little lame. Same with the herbalist kit/ alchemists kit basically being useless. Anyway I wanted your thoughts on whether or not things need a little more balance (keeping in mind I want downtime to be something the players can feasibly do and benefit from).
I know Mike Mearls mentioned he was working on expanded Downtime rules, hopefully they release them at some point. However until WotC puts that out I'm going to borrow a few of these ideas and tweak them for my own campaign. :)
ooohhh great job. I'll book mark that and check up on it later. Thanks!
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I find it odd tbh, that 5e takes players down the road of expecting to be able to craft things as an adventurer.
During character creation, it pretty much hands you a profession and proficiency with some form of tools, so when the Dwarf Fighter says, "I've got some money and I'm a trained armourer, I would like to make myself some plate armour before our next adventure." it's tough as a DM to tell them that it's going to take them best part of a year to do it....
I find it odd tbh, that 5e takes players down the road of expecting to be able to craft things as an adventurer.
During character creation, it pretty much hands you a profession and proficiency with some form of tools, so when the Dwarf Fighter says, "I've got some money and I'm a trained armourer, I would like to make myself some plate armour before our next adventure." it's tough as a DM to tell them that it's going to take them best part of a year to do it....
This! It's like halfway through the design process, they decided no crafting/creating and then skewed the rules to make it take forever.
I let my players improve homes, ships, and other things. some improvements included putting a large blade or battering ram on the front of a ship. Adding metal plating to ships and carts, adding a pool and hot tube in a basement, and making a moat / other trapes and hazards. they even starting making a dungeon with a large vault to put their stuff in between adventures, and an air ship port.
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Hey guys,
So I created these alternate rules for downtime, mainly because my players wanted it. I also stole a massive chunk of this stuff from other people and then reworked it to fit a little better. I remember reading somewhere that WotC tried to avoid creating any other way to succeed except for going adventuring, because if you could just run a shop then why bother adventuring at all. I didn't really enjoy that as a player, like spending 300 days of downtime to make some armor, seemed a little lame. Same with the herbalist kit/ alchemists kit basically being useless. Anyway I wanted your thoughts on whether or not things need a little more balance (keeping in mind I want downtime to be something the players can feasibly do and benefit from).
https://docs.google.com/document/d/1JBDIPeKSBV0rgw_EmK_qDH3JCk2BxWfMZL7FjPT7akY/edit?usp=sharing
I know Mike Mearls mentioned he was working on expanded Downtime rules, hopefully they release them at some point. However until WotC puts that out I'm going to borrow a few of these ideas and tweak them for my own campaign. :)
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ooohhh great job. I'll book mark that and check up on it later. Thanks!
Host of the Pocket Mimic Podcast, a D&D 5e Show! Join us and listen in as we build a new world step by step! (http://Pocketmimic.com)
DMs vs PCs! All DMs are evil | ENnie Award Winner | OSR style in a 5e world |1000+ character souls taken | 25+ yrs exp
Remember to hit the thanks button, if you feel my info was useful, it helps me know I've provided helpful information and know I'm on the right track.
There's some nice content there - good work!
I find it odd tbh, that 5e takes players down the road of expecting to be able to craft things as an adventurer.
During character creation, it pretty much hands you a profession and proficiency with some form of tools, so when the Dwarf Fighter says, "I've got some money and I'm a trained armourer, I would like to make myself some plate armour before our next adventure." it's tough as a DM to tell them that it's going to take them best part of a year to do it....
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
I let my players improve homes, ships, and other things. some improvements included putting a large blade or battering ram on the front of a ship. Adding metal plating to ships and carts, adding a pool and hot tube in a basement, and making a moat / other trapes and hazards. they even starting making a dungeon with a large vault to put their stuff in between adventures, and an air ship port.