Simple downtime maneuvers

 In my Arcade Mode game, players don't take downtime. They freely adjust their resources between sessions. That was the intent, anyway -- most players are unwilling to simply give themselves more resources. So I decided to draft a very simple downtime system.

Every real world week, or every session, since your last session with a character, add 1 downtime point. Spend downtime points and (10 * level * points) rupees on downtime actions. (The rupee is your campaign's base currency type, whatever that is. 1 rupee = 1 xp = 1 days' wages for a basic infantryman, roughly.)

Here are some simple downtime maneuvers, listed with their costs:

1 point = 1 streetwise check for new hirelings, rumors, rare items, contacts, trainers

1 point = 1 visit to a known sage, library, expert, important contact

1 point = 1 martial art technique learning check

1 point = 1 hireling recruitment roll

2 points = reroll HP, take the higher result

2 points = 1 attribute improvement roll

3 points = train a unit of hirelings from greenhorns to regulars

X points = X weeks practice/training in a skill (Remember from my Tasks and Skills post that skills take as much time to learn as the actual, real-world skill would take. So if you want to learn a language and spend 8 downtime points (aka 2 full months) practicing it and doing nothing else, you'll reach B2, according to this website anyway.)

X points = X * level spell research checks, also requires 10 rupees per check (spell research in my game requires spell tier^2 degrees of success accumulated over research checks)

Obviously you can extend this list as needed. Figure out how many weeks something would take and charge points. If there's additional costs associated with it, you'll usually fold them into the 10*level rupees, unless it's more than, say, a quarter of that upkeep.

If you don't take a downtime action, you don't spend upkeep. Simple and easy!

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