Post by Aaron on Nov 13, 2017 18:40:18 GMT -6
Downtime and Setting:
Since the setting will revolve around a living world, downtime will be determined by the actual date progression in the community. Outside of adventures 1 real time day equals 1 setting day.
Your character will earn downtime days for every day that progresses in the setting that he does not go out on an adventure starting from the date your character was approved (Or Foundation date, whichever is later). If a character goes on an adventure, it does not earn downtime days but can use the adventure crafting rules.
For all other uses, see the Downtime section of the SRD.
Quick note for T2 characters, at the bottom of this post is the XP/GP chart that you use instead of the normal Downtime method to earn XP.
Special Downtime Exceptions:
We will be using all standard Downtime rules with the following exceptions:
- Influence for T2s can be earned by gaining notoriety from dangerous adventures or purchased from other Players. It cannot be bought from the town directly nor can it be earned with skilled work or with a business.
- In addition to buying from players and adventuring, Influence for T1s can be earned by using your downtime to gain contacts and it increases based on the amount of fame you have and not your skill checks.
- You cannot reduce building time by doubling the resources spent on the building.
- The Town Modifier limit based on town size applies to both Purchasing and Spending capital
- You may not retrain hit points.
- T2 Characters who use downtime for XP must use the chart at the end of the downtime section of these rules.
- You must record each day for downtime. You may combine the result if you do the same thing for multiple days, but must make a full entry for exp, gain of wealth, capital.
Influence and Fame:
The amount of influence earned from adventures is tied to your character's fame and level. The amount of influence earned from downtime is based only on your fame. Your influence should be calculated on your character thread when applying table stats or doing downtime checks.
For an Adventurer your influence is gained by going on dangerous quests. Multiply your character level by your Fame Multiplier from the chart below to calculate how much influence you earned from your last adventure. (round down, Min: 1 w/ fame)
Citizens can gain influence from quests. In addition citizens can earn influence by spending your time gaining contacts. Multiply the number of downtime days you spend to get influence by your Fame Multiplier from the chart below to calculate how much influence you earn from each downtime day. (possible to earn 1/2 IP per day with <10 fame)
Fame and Influence is based on this chart:
Fame | Multiplier |
<1 | 0x |
1-9 | 0.5x |
10-19 | 1x |
20-29 | 1.5x |
30-39 | 2x |
40-54 | 2.5x |
55-100 | 3x |
Influence and Businesses:
If you own a business in town that grants bonuses to gaining influence, this allows a T1 to increase the amount of influence they can earn when running that business specifically to earn influences. For each +10 bonus a building grants to earning influence the Fame modifier for earning influence is increased by 0.5.
Eg. You are a T1 character with 23 fame. You own a Tavern (which includes 1 Bar and 1 Common Room) that grants +17 to gaining influence. This building would allow a T1 running this business to gain influence to earn 2x fame per downtime day spent. (23 fame = 1.5x modifier, +17 (+10) Building bonus = +0.5x modifier for a total of 2x)
Downtime in relation to Tiers:
Downtime has different effects depending on what tier your character is. For downtime checks, you always take 10 on your roll. Exceptions and special events can allow normal rolls.
- Tier 1s (Citizen Characters) have a 10x tier modifier for skilled work checks.
- Tier 2s (Adventure Characters) have a 1x tier modifier for skilled work checks.
Skilled work checks for gold have been changed from what is shown on the downtime page. The rest of the checks perform as normal for earning capital. The formula is:
(Take 10+ craft or profession)/10*tier modifier
For example, a Tier 1’s would look like:
(Take 10 + craft or profession)/10*10
Note that the net result is Take 10+Craft or profession
Perform checks can also be used as professions.
Downtime Events
Downtime events will occur on a random basis for players with buildings or organizations. These events will be rolled on the main roll20 table and posted on your building/player thread. Any special events that require action on your characters part will persist until the event has been resolved.
“Saving Work Days”
If you cannot be on every day, that is no issue. You may “save” downtime days, but make sure that you post periodically (preferably once per 7 day period) for what your character does for each day.
Downtime can be stored for character use on things like gaining gold with your profession and retraining, however, any downtime used in relation to another character cannot be older than 1 week.
Buildings
Citizen Characters may construct buildings and rooms following the normal rules for downtime.
If you wish to make a custom room, seek Pantheon approval.
For a room to be built, you must first spend the capital to construct the room. Then you wait the required number of days (per the entry in the downtime rules) for the room to be completed.
-If you hire someone with the requisite skill per the Professional's handbook, the room may be completed in less than requisite number of days.
Lyre of Buildings may not be used to construct any rooms but the Defensive Walls room. They cannot do the requisite fine work that is needed to make the rooms function. Use of a Lyre for this will result in the loss of all Capital spent on the room for no gain.
Marvelous Pigments follow the same rules as the Lyre of Building except you can also construct the following rooms: Shack, False Front, Storage
Marvelous Pigments follow the same rules as the Lyre of Building except you can also construct the following rooms: Shack, False Front, Storage
The Fabricate spell may be used in place of an engineer for rooms or augments. For each caster level, the time to make the room is reduced by 1 day, to a minimum of 1/2 the time to construct the room.
Other spells may be used for aiding in the construction of a room, but this is on a case by case basis. Examples of spells that can be used: Stone shape, Wall of Stone, Expeditious Construction, Expeditious Excavation, and Wall of Iron. Contact a Pantheon member for this situation.
There are no other methods to accelerate the time to build any rooms other than what is listed here.
Note: T2s have special Building restrictions compared to other tiers. These restrictions are listed in the Rules for Building Posting.
The Town and Influence
You may donate or sell influence to the town, which will attract true NPCs in order to build town population.
This will be recorded on this post: varisian-frontier.freeforums.net/thread/11/current-city-information
Note: influence has diminishing returns.
This works as the following for each month, calculated on the last day of each month:
For the first amount of influence donated equal to the daily spending limit: 1 NPC per point of influence
For the next amount equal to twice the daily spending limit: .5 NPC per point of influence
The next amount equal to 4x the daily spending limit: .25 NPC per point of influence
Etc.
Population | Town Size | Capital Able to be Spend per Day |
21< | Thorp | 2 |
21-60 | Hamlet | 4 |
61-200 | Village | 10 |
201-2,000 | Small Town | 15 |
2,001-5,000 | Large Town | 20 |
5,001-10,000 | Small City | 35 |
10,001-25,000 | Large City | 50 |
25,000+ | Metropolis | 65 |
Special Rules for Downtime and Followers and Cohorts:
A Business is defined as the following:
A group of rooms structured together into a building.
A group of teams all able to work using the rooms within the building which is otherwise know as an organization.
Together that is defined as a business.
Your business modifier is when you add up all bonuses from the business when you generate gold or capital.
You may have a building without an organization, in which case your character is the one doing everything (such as a simple forge).
You may have an organization without a building, in which case the people are doing activities do not require a building (such as a construction crew or a group of farmers).
Example of #3 above:
You have 4 followers in town and spend 6 labor. They can only increase the spent labor by 2 (1 labor per 2 followers, max 4 followers / 2 = 2).
You have 8 followers in town and spend 6 labor. They can only increase the spent labor by 3 (1 labor per 2 spent, max 6 spent / 2 = 3).
You have 6 followers in town and spend 6 labor. They can only increase the spent labor by 3, which is the maximum (1 labor per 2 followers and 1 labor per 2 spent, max 6 followers / 2 = 3 and max 6 spent /2 = 3).
Banks:
- Banks will not do loans of any kind between characters. Any characters party to the loan will lose all associated gold or items gotten with said gold.
- Banks, if they do investments (http://www.d20pfsrd.com/gamemastering/other-rules/ultimate-campaign-investments/) will function exactly as stated. This will not come into play until we have a MINIMUM of 2,000 people within the town (Large town status).
- Banks may store money and items for players, but will not earn interest or the like unless done for an investment as shown in #2.
- Banks may exchange gold for platinum with a 5% exchange tax to the city paid by the bank.
Buying, Selling and Using Capital
There are 4 kinds of capital in the downtime system:
- Goods (20 gp purchase, 10 gp earned)
- Influence (30 gp Value, Gained from adventures or crafted by T1s based on Fame)
- Labor (20 gp purchase, 10 gp earned)
- Magic (100 gp purchase, 50 gp earned)
Each unit/type of capital has its own cost to either earn or buy, and can be used in building and trade.
Most uses for Capital can be found in the Downtime section of the SRD. The following are some specific setting uses:
1. Capital can be traded between players (using modified prices per buying and selling items), most notably with influence. In this game you cannot buy influence out of thin air like other kinds of capital
A. Note for Tier 1 characters, you earn experience for both the creation of the capital and the sale of the capital. that was created by your character. (You do not earn XP for buying or selling capital you did not create)
B. Capital bought and sold this way does not count against your limit for buying capital from town.
C. You may also trade capital in exchange for goods and services, by using their purchase price for this exchange. If an item costs 600 gp, you can give the maker 30 goods or labor, 20 influence or 6 magic in exchange, or any other combination that adds up to 600 gp.
i. If fully using trading with capital, then you do not take any cha penalties, but if you use any gold, then the Cha penalty kicks in for the whole amount traded.
2. Magic capital can be used to make magic items. This does not change the time to make them.
A. For this, you take the buying price for Magic (100 gp) and subtract 100 gp from the cost to make the item for each unit of magic you use.
B. For example: Player A is a Tier 1 character and earns 10 units of magic capital for 500 gp (10 x 50 = 500) and earns 500 xp. He then sells the 10 units to Player B for 900 gp
(essentially 90 gp for each of the 10 units) and earns another 450 xp and makes a profit of 400 gp. Player B can now spend this capital to make an item, so he spend all 10 units
(valued at 100 gp each) on an item that costs 1000 gp to craft. This results in him saving 100 gp for making that item (1000 gp worth of magic capital expended, bought for 900 gp).
i. All told, Player A earned 950 xp and 400 gp for that whole exercise, while Player B saved 10% on their crafting cost.
3. Goods can be used to make mundane items. This does not change the time to make them.
A. For this you take the buying price of Goods (20 gp) and subtract 20 gp from the cost to make the item for each unit used. Partial use of goods consumes the whole good, regardless
of how much would be left.
B. Goods can be used in place of needing to buy special materials, with each good counting as 20 gp worth of that special material. You must fully pay for the item using goods for
this to work.
4. Capital sold between characters MUST be sold for the purchase price, with the only modifier being if you have a storefront or other qualifying room.
A. Failure to do so will counts against any discounts you would otherwise get for using it.
5. Labor and Goods can be purchased from town by characters up to the current town modifier, per day. The limit is determined by town size.
Additional Downtime Activities
This section includes special rules and actions you can take using downtime days like any other action in the RAW downtime rules:
Services:
Providing a service for another player requires some form of relevant profession/craft check which in turn requires downtime. Compensation is based on the service provider's profession check per day with a reasonable (use good judgement) markup or discount. This applies to any service including but not limited to Building, Guarding, Cooking, Snooping etc.
Downtime for Experience:
Using downtime to gain experience is intended to allow a character to catch up to the same level as others so they can participate in a game. Characters may use Downtime for experience without limit, however they may only gain a maximum of one level per week. For these purposes, if more than 50% of the xp acquired to gain a level was from downtime xp, that is considered a level earned with downtime.
T2 Downtime for Experience:
- Earn XP & Gold (Replaces the Earn XP option from downtime)
Adventurers that are always out of town can take their time to not only kill enemies but also search for some left behind treasure, hunt some crypts for relics and all along acquire some more gear from the world. Tier 2 Characters use their downtime days to hunt for both XP and Gold at once, gaining a reduced XP rate but actually managing to find stuff that translate to a little extra funds. This is recorded as straight gp, character does not get any other loot (Mundane items, magic items or plot related things) only gold coins.
This option replaces the normal XP downtime gain, T2s can't spend downtime only for XP gain!
Level | T1 XP | T2 XP | T2 GP |
1 | 400 | 100 | 60 |
2 | 600 | 150 | 110 |
3 | 800 | 200 | 160 |
4 | 1200 | 300 | 230 |
5 | 1600 | 400 | 320 |
6 | 2400 | 600 | 405 |
7 | 3200 | 800 | 525 |
8 | 4800 | 1,200 | 675 |
9 | 6400 | 1,600 | 865 |
10 | 9600 | 2,400 | 1,100 |
11 | 12,800 | 3,200 | 1,415 |
12 | 17,100 | 4,800 | 1,820 |
13 | 25,600 | 6,400 | 2,360 |
14 | 38,400 | 9,600 | 2,970 |
15 | 51,200 | 12,800 | 3,915 |
16 | 76,800 | 19,200 | 5,130 |
17 | 104,400 | 25,600 | 6,480 |
18 | 153,600 | 38,400 | 8,375 |
19 | 204,800 | 51,200 | 10,665 |
20 | DONE | DONE | 13,500 |