This is perfectly timed, as my group just finished the Lost Mines starter campaign and I'm looking to give them a bunch of downtime before leading into Storm King's Thunder.
I really like where this is headed, but I think they need to look at the math on some of the prices. 100 gp/week for training seems excessive. The magic item prices are all over the place (between buying, selling, and crafting).
This is perfectly timed, as my group just finished the Lost Mines starter campaign and I'm looking to give them a bunch of downtime before leading into Storm King's Thunder.
I'm in the same boat, just about to finish up Curse of Strahd, looking forward to exploring the various levels of downtime activities for those of my players who make it above 10!
Also proficiency with tools doesnt seem to come up as much as it ought to. Gaming/gambling tool prof, for example.
Yes! Apart from thieve's tools, I've still not seen players use any of the tools for anything fun. I could only assume that this UA doesn't state those things because it's down to the DM to decide whether to apply advantages or not.
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We are paratroopers, private. We are supposed to be surrounded.
I think than that points are very valid to point out, but they just mentioned on the Crafting Items. The mention to other tools for other activities would be a good addition.
I am thinkng to use this system, but I didn't see the Holy water, aggain it's a expendable magic item like a potion or an scroll.
A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Actually, I think this isn't very good for a number of reasons.
Use of tool proficiencies doesn't really count. A Druid makes the best crime lord: Wildshape + pass without trace + animal affinity for advantage on Dex = high stealth roll. An 11th level Rogue makes the best Crafter, and buyer/seller of magic items, along with bard.
Apparently WotC has paid attention to the collective yelling of the internet about the fact that gold is worthless, because all I can take away from this work is that they were looking for a way to take away gold from the PC. They had such a golden opportunity to build a useful crafting system, create a solid system for buying or selling magic items, and clear up a host of other questions instead of inventing a bunch of complications and spending several pages discussing how to build a "foil". Shouldn't that have been left for a whole separate article?
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Also proficiency with tools doesnt seem to come up as much as it ought to. Gaming/gambling tool prof, for example.
Yes! Apart from thieve's tools, I've still not seen players use any of the tools for anything fun. I could only assume that this UA doesn't state those things because it's down to the DM to decide whether to apply advantages or not.
From a DM's perspective, I'd let my players add their Prof Bonus for any tool they are proficient in that applies. For instance, Gambling (dice). If they're proficient with the dice set and that's the game being played, I'd definitely let them add proficiency to at least one of the checks (Insight, Deception or Intimidation; player's choice).
Also proficiency with tools doesnt seem to come up as much as it ought to. Gaming/gambling tool prof, for example.
Yes! Apart from thieve's tools, I've still not seen players use any of the tools for anything fun. I could only assume that this UA doesn't state those things because it's down to the DM to decide whether to apply advantages or not.
From a DM's perspective, I'd let my players add their Prof Bonus for any tool they are proficient in that applies. For instance, Gambling (dice). If they're proficient with the dice set and that's the game being played, I'd definitely let them add proficiency to at least one of the checks (Insight, Deception or Intimidation; player's choice).
Or alternatively with proficiency in gaming tool you can allow to lower the DC.
Also proficiency with tools doesnt seem to come up as much as it ought to. Gaming/gambling tool prof, for example.
Yes! Apart from thieve's tools, I've still not seen players use any of the tools for anything fun. I could only assume that this UA doesn't state those things because it's down to the DM to decide whether to apply advantages or not.
From a DM's perspective, I'd let my players add their Prof Bonus for any tool they are proficient in that applies. For instance, Gambling (dice). If they're proficient with the dice set and that's the game being played, I'd definitely let them add proficiency to at least one of the checks (Insight, Deception or Intimidation; player's choice).
Or alternatively with proficiency in gaming tool you can allow to lower the DC.
Yeah, maybe...subtract the PC's prof bonus from the DC's?
Mechanically they are the same? you add to the roll + prof, or you subtract from the DC - prof
In a way, but maybe not. Say the character is proficient in one or more of the associated skill checks? Do you allow them to essentially double their proficiency bonus?
Example: Gambling requires Insight, Deception and Intimidation. My Ranger is trained in Insight, but not in the other two (though he DOES have a horrible scar granting advantage to Intimidation & disadvantage to Persuasion). If he got his proficiency bonus (via gaming tool) to all skill rolls, would that be double to the trained skill (Insight)? If not then it's maybe better to lower the check DC's, especially in other cases, such as being already trained in ALL the needed skills...you'd get no real benefit.
Somewhere someone mentioned something about the UA stuff not necessarily being balanced but they are testing concepts.
Also I don't know whose idea it was to not have magic item costs... But if you can't buy magic items you don't really need gold as there is nothing else to spend it on.
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NEW UA
http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf
Nice: gambling and "fight club"...
This is perfectly timed, as my group just finished the Lost Mines starter campaign and I'm looking to give them a bunch of downtime before leading into Storm King's Thunder.
Even a blind squirrel finds a nut once in awhile.
I really like where this is headed, but I think they need to look at the math on some of the prices. 100 gp/week for training seems excessive. The magic item prices are all over the place (between buying, selling, and crafting).
Also proficiency with tools doesnt seem to come up as much as it ought to. Gaming/gambling tool prof, for example.
We are paratroopers, private. We are supposed to be surrounded.
Fixed the link in your post OP! :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I think than that points are very valid to point out, but they just mentioned on the Crafting Items. The mention to other tools for other activities would be a good addition.
I am thinkng to use this system, but I didn't see the Holy water, aggain it's a expendable magic item like a potion or an scroll.
Hombrewing and roleplaying a lot.
There's already rules for creating holy water:
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
True! I forgot.
Hombrewing and roleplaying a lot.
Actually, I think this isn't very good for a number of reasons.
Use of tool proficiencies doesn't really count.
A Druid makes the best crime lord: Wildshape + pass without trace + animal affinity for advantage on Dex = high stealth roll.
An 11th level Rogue makes the best Crafter, and buyer/seller of magic items, along with bard.
Also, why does everything have a complication?
Apparently WotC has paid attention to the collective yelling of the internet about the fact that gold is worthless, because all I can take away from this work is that they were looking for a way to take away gold from the PC. They had such a golden opportunity to build a useful crafting system, create a solid system for buying or selling magic items, and clear up a host of other questions instead of inventing a bunch of complications and spending several pages discussing how to build a "foil". Shouldn't that have been left for a whole separate article?
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Here's an interesting interview explaining the thoughts behind the downtime article:
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Mechanically they are the same?
you add to the roll + prof, or you subtract from the DC - prof
Somewhere someone mentioned something about the UA stuff not necessarily being balanced but they are testing concepts.
Also I don't know whose idea it was to not have magic item costs... But if you can't buy magic items you don't really need gold as there is nothing else to spend it on.