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Easy Downtime?

Posted: Wed 26 Aug 2020, 10:49
by Tywyll
Does anyone have a way of handling larger chuncks of down time without having to roll for everything every day?

My party just recently reached Amber Peak and because one of the players is learning Path of Death level 2 (which I ruled took a week of intensive training) they are hanging out and spending money. A couple of players are hunting everyday and the tanner is converting the pelts to leather.

I'm just wondering if there is an easier way to track those kind of activities over a long scale without needing to roll hunting and tanner for every day of down time?

Like how can players put their talents and skills to work to earn some coin in down time without wasting a few hours rolling it all?

Re: Easy Downtime?

Posted: Wed 26 Aug 2020, 12:52
by Fenhorn
Things like Lead the Way or Make camp are rolled, but that is just two rolls. If my players are starting to go hunting just to get leather or make money, we just do a fast calculation what he should get during that time and then we move on to more interesting parts. If the players during a journey to somewhere have to hunt or forage because they are starving, then we roll, not just for these lets fill up our hide storage actions.

Re: Easy Downtime?

Posted: Wed 26 Aug 2020, 13:37
by Tywyll
So what is the average hunting success? Since it takes three rolls to determine (Survival, Animal Discovered, Marksmanship or Surivival modified by animal) that's a lot of moving parts.

Re: Easy Downtime?

Posted: Wed 26 Aug 2020, 13:57
by Fenhorn
So what is the average hunting success? Since it takes three rolls to determine (Survival, Animal Discovered, Marksmanship or Surivival modified by animal) that's a lot of moving parts.
2,67 Meat and 1,16 Hide or 3 Meat and 1 Hide if you like.

Re: Easy Downtime?

Posted: Thu 27 Aug 2020, 10:30
by Tywyll
LOL...that's actually what I went with as a spur of themoment decision!

Re: Easy Downtime?

Posted: Thu 27 Aug 2020, 14:37
by Ebrim
I think if you’re moving away from granular time then don’t worry about average results or the like. Ask them how they are trying to keep themselves, what goals do they have for that time? Simplify it in the end with a simple roll. Ask for multiple successes if conditions are difficult. The margin between their result and the goal should inform how well things have gone. Not hitting the target means some amount of loss of wealth or complication, monetary or otherwise. Beating your target may mean you see some marginal gain or get a useful contact, make progress to your goal, etc. Generally, I’d leave the accounting of resources entirely out of it. The default assumption is that with a neutral result, the adventurer maintains themselves more or less as well off as they were before. But I’d probably err toward loss than gain. To change thy lot in life get back out there adventuring.

(Needless to say, no pushing or willpower from this maintenance roll. If you want to allow a push, up the stakes with them being at risk of losing more or having worse complications.)