tag:blogger.com,1999:blog-4202612634352350608.post550075343421582370..comments2024-03-26T02:03:33.336-07:00Comments on Mazirian's Garden: Downtime Activities: Splendid ItemsBen L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-4202612634352350608.post-58191385427230431902020-04-22T21:16:36.441-07:002020-04-22T21:16:36.441-07:00I was thinking about how my players might find the...I was thinking about how my players might find these rare master craftsmen, and how I could place them in my game world. How to determine what *kind* of craftsman is where? Seems like a random table is in order, but where to start? Maybe the 'secondary skills' chart from 2nd edition:<br /><br />Armorer (make, repair & evaluate armor and weapons)<br />Bowyer/Fletcher (make, repair, & evaluate bows and arrows)<br />Farmer (basic agriculture)<br />Fisher (swimming, nets, and small boat handling)<br />Forester (basic wood lore, lumbering)<br />Gambler (knowledge of gambling games)<br />Groom (animal handling)<br />Hunter (basic wood lore, butchering, basic tracking)<br />Jeweler (appraisal of gems and jewelry)<br />Leather worker (skinning, tanning)<br />Limner/Painter (map making, appraisal of art objects)<br />Mason (stone-cutting)<br />Miner (stone-cutting, assaying)<br />Navigator (astronomy, sailing, swimming, navigation)<br />Sailor (sailing, swimming)50-51<br />Scribe (reading, writing, basic math)<br />Shipwright (sailing, carpentry)<br />Tailor/Weaver (weaving, sewing, embroidery)<br />Teamster/Freighter (animal handling, wagon-repair)<br />Trader/Barterer (appraisal of common goods)<br />Trapper/Furrier (basic wood lore, skinning)<br />Weaponsmith (make, repair, & evaluate weapons)<br />Woodworker/Carpenter (carpentry, carving)<br />Roll twice (reroll any result of 86-00)<br /><br />We can subtract a few unnecessary things (like teamster, heh) and consolidate others, and we are left with a decent d10 list: <br /><br />1 - Armourer<br />2 - Bowyer/Fletcher<br />3 - Jeweler<br />4 - Leather worker/Furrier<br />5 - Limner/Painter<br />6 - Mason/Miner<br />7 - Scribe<br />8 - Tailor/Weaver<br />9 - Weaponsmith<br />10 - Woodworker/Carpenter<br /><br />Of course this is based on guessing what types of craftsmen PCs will want - realistically, we could probably make it "50% - weaponsmith" and move on!HDAhttps://www.blogger.com/profile/13506175636615989219noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-89024965268173730512020-01-28T05:49:46.157-08:002020-01-28T05:49:46.157-08:00If the players are attentive to time and world eve...If the players are attentive to time and world events are progressing in ways that meaningful to them, varying amounts of time can matter.<br /><br />But yes, "it takes 2 downtime turns which is two months" is probably better than "it takes two months." Valzihttps://www.blogger.com/profile/08052154892033159242noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-74246649280497742752019-10-21T07:24:11.574-07:002019-10-21T07:24:11.574-07:00I feel like our recent adventures have stimulated ...I feel like our recent adventures have stimulated this thought process and I'm proud. The thing I'm interested in is that the item is not immediately magical. I feel like I'd have a hard time justifying to my players to go on a great long quest with their only reward being a slightly better version of a weapon. Plus a lot of thee wondrous ingredients sure sound like they would be inherently magical.Michael Kennedyhttps://www.blogger.com/profile/07814549625838944634noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-48667979591273090762019-10-21T07:21:54.364-07:002019-10-21T07:21:54.364-07:00Amen! I have always found crafting rules to be use...Amen! I have always found crafting rules to be useless without Downtime Turns.Michael Kennedyhttps://www.blogger.com/profile/07814549625838944634noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-50098112854088874812019-09-11T06:33:45.120-07:002019-09-11T06:33:45.120-07:00I’m going to do a post explaining how I keep downt...I’m going to do a post explaining how I keep downtime a part of the game without breaking the flow. I too like clocks for this *a lot* as will become even more apparent as this series progresses. Ben L.https://www.blogger.com/profile/04568198881628052274noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-9781042759412594702019-09-11T05:58:17.384-07:002019-09-11T05:58:17.384-07:00I love the idea of splendid items, especially in a...I love the idea of splendid items, especially in a setting where magical items are rare or absent.<br /><br />As an aside, I'm never sure how to work with downtime, as I find as a DM I forget to include it. One adventure seems to lead to another! I like the idea (from Blades in the Dark or another PBTA game?) of clocks representing stuff going on off-screen and slowly progressing.Tom Hhttps://www.blogger.com/profile/00512219290892896310noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-21599208809536077992019-09-10T12:43:08.119-07:002019-09-10T12:43:08.119-07:00This would work excellently with my ongoing stoneh...This would work excellently with my ongoing stonehell game, as the party is forced to leave the dungeon for their valley encampment after every delve, where they get one week of downtime. I've tended towards the system you describe where each PC gets one action per downtime. One of the first things the party did after we started was to save enough money to hire a chemist on retainer to make "weird potions" for them during downtime. J. Llloyd Goldshearhttps://www.blogger.com/profile/11466442506773754174noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-23038932388577715852019-09-09T12:07:41.456-07:002019-09-09T12:07:41.456-07:00That rule is from OD&D Vol. III p24.That rule is from OD&D Vol. III p24.Ynas Midgardhttps://www.blogger.com/profile/14972628887096890642noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-26243895001556406372019-09-09T06:54:46.885-07:002019-09-09T06:54:46.885-07:00Robert Parker had excellent rules for this in his ...Robert Parker had excellent rules for this in his Savage World of Krull that tie your living condition to hit dice rolled for hp each session. Those influenced Gathox vertical slum. Gus L is working on similar rules for the city thing he's working on. Ben L.https://www.blogger.com/profile/04568198881628052274noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-90080851537053669332019-09-08T18:09:03.056-07:002019-09-08T18:09:03.056-07:00Tying this into some sort of cost-of-living metric...Tying this into some sort of cost-of-living metric should do the trick. Every downtime turn the PCs have to pay X amount for room & board, their tab at the alehouse, etc. I have no idea how to calculate such a thing but for one of his games, Jeff Rients had it as 1% of a character's XP total, I think.HDAhttps://www.blogger.com/profile/13506175636615989219noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-56614129142041912042019-09-08T17:12:33.430-07:002019-09-08T17:12:33.430-07:00I agree with this whole heartedly. That’s the dire...I agree with this whole heartedly. That’s the direction I’m going in. It’s not so much about hours and days but about which game mode you’re dropping into.Ben L.https://www.blogger.com/profile/04568198881628052274noreply@blogger.comtag:blogger.com,1999:blog-4202612634352350608.post-89349029427095722352019-09-08T16:52:24.420-07:002019-09-08T16:52:24.420-07:00I've also been thinking about downtime lately....I've also been thinking about downtime lately. I guess it's something in zeitgeist.<br /><br />A couple thoughts I've had - <br /><br />No really cares how "long" it takes to do something, they only care how many downtime "turns" it takes. Any system that tells you "it takes 3 weeks to craft this and 3 months to craft that" isn't really helpful, because for all we know, those are both still one downtime "turn".<br /><br />The simplest way to handle things is to say each player gets one "downtime turn" between adventures, and in general, most actions take one "downtime turn" to complete. <br /><br />There are probably plenty of ways to complicate that if you want to, to allow more actions in exchange for either some other resource or a risk of some kind of negative consequences.Annehttps://www.blogger.com/profile/15493700749333105771noreply@blogger.com