Downtime Spending
In OD&D, where game time is meant to correspond to real time, I saw a need for mechanics to determine what happens during those 2 weeks of game time between our sessions.
You pick the social class you want
to live like, and that determines how much it costs per week, as follows:
Lower Lower Class (bums on the
street) - 1 cp
Middle Lower Class (what you were as
indentured servants) - 1 sp
Upper Lower Class (freemen, working
class) - 1 ep
Lower Middle Class (common
tradesmen) - 5 gp
Middle Middle Class (guild
tradesmen) - 10 gp
Upper Middle Class (merchants) - 20
gp
Lower Upper Class (knights) - 60 gp
Middle Upper Class (barons) - 180 gp
Upper Upper Class (dukes) - 360 gp
Upper Upper Class+ (princes) -
720 gp
Upper Upper Class++ (kings) -
1,440 gp
What
Happened to You Doing Your Week of Downtime? Table
Roll
Result
1
or less Someone kills you in your sleep and takes all your stuff
2 There is a 5 in 6 chance that someone
beats you up, robs you of 10-60% of your wealth, and leaves you with 1 hp
3 You have a 4 in 6 chance of catching an
ailment/disease/infestation (referee’s call)
4 You have a 3 in 6 chance of one of your
contacts/followers/hirelings/henchmen leaving you
5-9
Nothing happens
10
You have a 3 in 6 chance of
picking up a new contact/meeting someone to hire
11
You have a 4 in 6 chance of
someone seeking you out to hire you to do something (plot hook!)
12
You have a 5 in 6 chance of a
sponsor finds you and offers to pay your way to the next social class up next
week
13+
You are accepted into the hierarchy
for your class or race (your choice) or advance up in that hierarchy (permanent
one step up on the social class table)
Social
Class Modifiers
LLC
-4
MLC
- 2
ULC
-1
MC
- no modifiers
LUC
+1
MUC
+2
UUC
+4
[This next part is adapted from an early Dragon magazine: ]
Further, like in the original
Blackmoor campaign, you can earn XP *again* by additional spending during
downtime, in the following ways:
- Religious sacrifice. Any classes,
no more than 1/week, no limit.
– Philanthropy. Non-chaotics only, no limit (half-value for Neutrals).
– Spell Research. Magic-users only, up to 250 gp per level per day.
– Clan hoards. Demi-humans only, no limit, but must travel to the location of the clan & its hoard.
– Philanthropy. Non-chaotics only, no limit (half-value for Neutrals).
– Spell Research. Magic-users only, up to 250 gp per level per day.
– Clan hoards. Demi-humans only, no limit, but must travel to the location of the clan & its hoard.
- Guild/Church tithing. Any classes,
no more than 1/week, up to 10% of everything you have.
– Carousing. Non-lawfuls only (half-value for Neutrals). Max spent is 500 gp per level per night (or 250 if at less than full hp). A character needs a CON score of 2 per day (so a CON of 14+ is required to keep going all seven days of the week), and the character needs an equal number of days of rest afterwards.
– Carousing. Non-lawfuls only (half-value for Neutrals). Max spent is 500 gp per level per night (or 250 if at less than full hp). A character needs a CON score of 2 per day (so a CON of 14+ is required to keep going all seven days of the week), and the character needs an equal number of days of rest afterwards.
For downtime extra spending, 1 XP is
earned for every 2 GP spent (so 50% of its initial XP value when earned).
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