D&D 5E Downtime Rules - loads of fun!

Sadras

Legend
In our last session the characters were finally going to realise some downtime, after just over a month of adventuring and so I decided to explore the downtime rules within the DMG and XGtE. The characters only had several days of downtime due to an important event they had to attend and I wanted them to be able to experience much of the possibilities and so I broke down the time available for each day into 6 Time Units (Morning, Late Morning, Afternoon, Late Afternoon, Evening, Late Evening) and further analysed the Downtime Activities into specific Time Unit costs (TU) with a revised gold cost. I also added a slew of additional Downtime Activities such as
Joining a Faction - we are currently playing RoT/SKT so this is always an option
Earning Renown (within a Faction) - Renown as per the DMG.
Meditation - The possibility to increase one's Sanity score (as per the DMG)
Increase Loyalty - Improving the Loyalty score of a Henchman
Earn Piety - Improving one's Piety score
Relaxation - Improving Inspiration to greater Inspiration (ability to roll after)

I modified Carousing to include the possibility of allowing the player to create an NPC (lower class, middle class, upper class, other) with which they had an acquaintance / relationship with. Furthermore I introduced possible story elements that the players could choose to engage with that would use up some of their Time Units. Story elements could lead to information, side plots, persuance of character goals, improving one's standing with various NPCs...etc

I have to say the system seemed to work beautifully, ofcourse it took me a day to customize it for our campaign/needs BUT I can honestly say it was time well spent. I would definitely recommend this way of downtiming rather than having to adlib it all as was done in previous editions. The feedback I received from the players was positive. They enjoyed the options available and the structured mechanics of it all.

Gambling and Wild Mages :)
Our table's wild mage sorcerer decided to pursue the DT activity Gambling since he had TU available after all the necessary. In his first stint he earned 3 successes and he enjoyed the translation of the mechanics into narration. Pretty confident, he decided to try his luck again - but this time things started going a little pair shaped. He used up Inspiration and then attempted the sorcerer's class feature Bend Luck expending 2 sorcery points. He failed to alter the result but our in-house rule is if you spend sorcery points you need to see if you activate a Wild Magic Surge. Given the current setting is high in wild magic the rule is (x + 1) on a d20 where x is the amount of sorcery points spent on the action. So 1-3 on a d20 would activate a Wild Magic Surge. Sure enough he rolled a 3 and followed up with a 91 on the WMS table.

All of a sudden he goes invisible and the gambling house goes mad given the no-magic policy at the door and a frantic search begins for him. He decides this is the perfect moment to make an exit, knowing the invisibility will not last long. Trouble is, this halfling character is somewhat attention/validation-seeking, he often announces himself (even to complete strangers) as a Hero of Baldur's Gate due to previous heroic exploits. Furthermore the party's presence and location within Waterdeep is not difficult to uncover. So, that is where I decided to end our online session - we will likely pick it up next week with a visit from a magister and a retinue of town guard. Fun, fun. ;)

I forgot to mention he is supposed to attend the 3RD council meeting from RoT as he is one of the leading heroes. It would be funny if he missed the meeting due to being imprisoned. I'm thinking of turning the encounter with the Magister into a skill challenge, where failure will result in his imprisonment while a success would mitigate the punishment to a fine.
 
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I found these rules odd and cumbersome. I've been doing downtime since the 1980s, but I never had rules for it. When the PCs hung up their blades for a bit, which usually took place as part of the larger story, I'd ask them what they were doing for the next day, then over the weekend, then over the next week, then over the next month, then over the next season, then over the next year, then over the three years, then over the next five years, then over the next ten years.... until we hit a story prompt I had set or that they created through their actions.

As the PCs told me what they were doing, I'd figure out the ramifications with them. Business, family, friends, government, debauchery... it just became part of the story.

And I didn't have the problem of the PCs that wanted to keep adventuring by themselves during downtime to advance up that often, but when I did I just worked around it. In my setting there is a concept called 'Godtouched' that allows PCs and other special characters to advance at the rate they do in the books. Without it, a person might spend a lifetime studying magic and only advance to 5th level as a wizard. When not on a heroic journey, they lose their Godtouched nature and advance veeeeeeeeeeery slowly - and at higher risk as the Godtouched is also what allows certain healing benefits to work on the PCs.
 

I found these rules odd and cumbersome. I've been doing downtime since the 1980s, but I never had rules for it. When the PCs hung up their blades for a bit, which usually took place as part of the larger story, I'd ask them what they were doing for the next day, then over the weekend, then over the next week, then over the next month, then over the next season, then over the next year, then over the three years, then over the next five years, then over the next ten years.... until we hit a story prompt I had set or that they created through their actions.

As the PCs told me what they were doing, I'd figure out the ramifications with them. Business, family, friends, government, debauchery... it just became part of the story.

My experience with downtime has always been frustrating. I used to run it the same as you in earlier editions but likely not as successfully hence my dissatisfaction with it all. I find the rules for the downtime activities as well as the complications offered to provide (a) a meaningful structure (b) and a useful guideline for making it one's own.

I feel my players now have something to look forward to with regards to downtime and they still have the freedom to pursue activities as they did in earlier editions but I can now attach time/gold spent on activities as I have something to compare it to as well as the rewards and possible complications thereof.
 

To the extent that downtime rules lend structure to the sort of formless, often sluggish, approach to such activities employed by many DMs wherein every minute and interaction of the day gets played out, I think that such rules are good. They are an expedient way to offer choices that highlight other PC interests and goals without bogging the session down in mundane errands.

At the same time, I don't think downtime activities should be used for every game or, at least should be heavily modified to suit the specific campaign in order to reinforce its major themes.
 

I like structured downtime. Mostly because it lends measurable targets and goals to what was previously a very fuzzy process. BitD is a great example of downtime done really well. The D&D rules could be that streamlined with some work, the base is there at any rate.
 

I use the downtime rules as a starting point and inspiration. Occasionally to help resolve other things happening. But downtime is such a nebulous thing and some groups are going to enjoy it while others don't.

We have a lot of fun with it and significant things can and do happen during downtime, it adds depth to my campaign.
 

We aren't as structured as you, but each player has to say what their plans are for the day in turn. Some of those activities end up being good story hooks, some just lead to a couple of sentences and better gear. One thing I have done, though, is say that after each adventure, they earn 10 days of downtime, but it doesn't have to be spent all at once. If they run out of downtime, they don't get another day of leisure until they have earned more/it is part of the storyline. This doesn't prohibit going to town and selling/buying gear, but it turns it into just an overnight stay, not time to really let loose.
 




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