Recently I joined a game where we play with the Gritty Realism rules (Short rest = 8 hours, Long rest = 1 week). Our dungeon master advised us to figure out what we would want to do in the long rests as all of that time would be seen as 'downtime'. I wonder what things I could do/create/learn in that downtime that would also have mechanical benefits. Yes, I can go do things that make a lot of sense in role-play but I would also want to do things that would benefit me in other ways.
I play an Orc wildmagic barbarian.
I hope you have some idea's, I would appreciate anything.
If you’re using Xanathar’s rules for downtime, you could pick up tool/language proficiencies. That’s the first thing that comes to mind. Learn smith’s tools, and then you can craft your own magic greataxe — assuming your DM allows you make magic items. Or learn herbalism and brew your own healing potions. And a new language can always come in handy.
Depending on how strict the DM is with the restraints on physical activity, hiking or wandering through nature may be a beneficial activity, another perhaps might just be light sparring if you can persuade the DM, which may be used to give you bonuses during combat, and when I say light sparring i mean crude, non-functional wooden weapons that don't require much effort to move around
The most straightforward concept, which some DM's won't allow for balance reasons (especially if you're doing milestone leveling) is spending your downtime to train for the purpose of gaining levels. Some Gritty Realism games actually require you to spend the time training to actually gain the new skills granted by a level up.
Aside from either using a tool proficiency or training to get a tool proficiency, something a Barbarian can do from XGE is Pit Fighting. It's basically just a way to make some extra money, but also opens up some roleplay opportunities.
They may like their work. When one’s vocation is one’s avocation….
Maybe they got that proficiency with Cobbler's Tools because they like making shoes. (Maybe they like feet? 🤷♂️ I don’t judge, just so long as everyone is of age and consenting.)
Maybe their work as a short-order cook with their Cook's Utensils proficiency at their local jawn when their in town gets them discount drinks year round. Or maybe they love the restaurant life. Most chefs don’t bury the bank, they make a living. Most of them do it for the love of the food and the work and the life. 🧑🍳
Maybe, like Punisher season 2, they put their skills with the sledgehammer to use to forget all the blood and the rage and the stink-‘o-death that linkers like the dust from the rock and mortar. Or like Czernobog come to America: “To swing hammer in slaughterhouse is like swing hammer on battlefield. I swing hammer, thing die.” Or maybe it’s the axe, and chopping lumber is almost as much fun as choppin’ people, just as long as they get to keep swingin’ ol’ gender non-binary Mr/Ms/Other Choppy. Maybe it’s like getting paid to do CrossFit for them? 🏋️
If you need gold there are several options that could suit a person with plenty of muscle.
If you have lots of money you could try and hunt down a powerful weapon or craft one if you have the skills
If you have a faith you could try to earn favors with the temple
If you require information then carousing is an option though while high charisma characters will do better at this on average you could still benefit.
I believe traditionally you'd challenge your tribe's chieftain for their role, and then if you succeeded you'd be called upon to handle various problems for the tribe. Interpersonal, threats from outside, keeping everyone fed, maintaining religious sites and so on. And then at some critical point in the adventure your tribesmen could appear and help the party out.
And if you failed then you'd spend some downtime drinking your shame away before figuring out a new path or something.
In my experience, these kinds of things don't usually fit very well into modern adventures for a number of reasons. But maybe they could be replaced with similar things. Basically they are side quests. But instead of the risk being "you die," which would be disruptive to the adventure, it's "people around you suffer," or something like that.
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Dear wanderers,
Recently I joined a game where we play with the Gritty Realism rules (Short rest = 8 hours, Long rest = 1 week).
Our dungeon master advised us to figure out what we would want to do in the long rests as all of that time would be seen as 'downtime'.
I wonder what things I could do/create/learn in that downtime that would also have mechanical benefits.
Yes, I can go do things that make a lot of sense in role-play but I would also want to do things that would benefit me in other ways.
I play an Orc wildmagic barbarian.
I hope you have some idea's, I would appreciate anything.
Thank you for reading!
If you’re using Xanathar’s rules for downtime, you could pick up tool/language proficiencies. That’s the first thing that comes to mind. Learn smith’s tools, and then you can craft your own magic greataxe — assuming your DM allows you make magic items. Or learn herbalism and brew your own healing potions.
And a new language can always come in handy.
Depending on how strict the DM is with the restraints on physical activity, hiking or wandering through nature may be a beneficial activity, another perhaps might just be light sparring if you can persuade the DM, which may be used to give you bonuses during combat, and when I say light sparring i mean crude, non-functional wooden weapons that don't require much effort to move around
The most straightforward concept, which some DM's won't allow for balance reasons (especially if you're doing milestone leveling) is spending your downtime to train for the purpose of gaining levels. Some Gritty Realism games actually require you to spend the time training to actually gain the new skills granted by a level up.
Aside from either using a tool proficiency or training to get a tool proficiency, something a Barbarian can do from XGE is Pit Fighting. It's basically just a way to make some extra money, but also opens up some roleplay opportunities.
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Besides training and pit fighting, how about carousing, gambling, or work.
https://www.dndbeyond.com/sources/xgte/downtime-revisited#DowntimeActivities
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Carouse definitely!😁. But work? This is down time not bust your butt time 😳🤪🤡
Wisea$$ DM and Player since 1979.
They may like their work. When one’s vocation is one’s avocation….
Maybe they got that proficiency with Cobbler's Tools because they like making shoes. (Maybe they like feet? 🤷♂️ I don’t judge, just so long as everyone is of age and consenting.)
Maybe their work as a short-order cook with their Cook's Utensils proficiency at their local jawn when their in town gets them discount drinks year round. Or maybe they love the restaurant life. Most chefs don’t bury the bank, they make a living. Most of them do it for the love of the food and the work and the life. 🧑🍳
Maybe, like Punisher season 2, they put their skills with the sledgehammer to use to forget all the blood and the rage and the stink-‘o-death that linkers like the dust from the rock and mortar. Or like Czernobog come to America: “To swing hammer in slaughterhouse is like swing hammer on battlefield. I swing hammer, thing die.” Or maybe it’s the axe, and chopping lumber is almost as much fun as choppin’ people, just as long as they get to keep swingin’ ol’ gender non-binary Mr/Ms/Other Choppy. Maybe it’s like getting paid to do CrossFit for them? 🏋️
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
What do you need?
If you need gold there are several options that could suit a person with plenty of muscle.
If you have lots of money you could try and hunt down a powerful weapon or craft one if you have the skills
If you have a faith you could try to earn favors with the temple
If you require information then carousing is an option though while high charisma characters will do better at this on average you could still benefit.
I believe traditionally you'd challenge your tribe's chieftain for their role, and then if you succeeded you'd be called upon to handle various problems for the tribe. Interpersonal, threats from outside, keeping everyone fed, maintaining religious sites and so on. And then at some critical point in the adventure your tribesmen could appear and help the party out.
And if you failed then you'd spend some downtime drinking your shame away before figuring out a new path or something.
In my experience, these kinds of things don't usually fit very well into modern adventures for a number of reasons. But maybe they could be replaced with similar things. Basically they are side quests. But instead of the risk being "you die," which would be disruptive to the adventure, it's "people around you suffer," or something like that.