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07:36, 26th April 2024 (GMT+0)

Questions and Suggestions for the GMs.

Posted by The NarratorFor group 0
Izayah Hamadrell
player, 24 posts
AC 17 HP 12/12 PP 14
Leaving the past behind
Tue 24 Dec 2019
at 15:34
  • msg #26

Questions and Suggestions for the GMs.

There are optional rules for Sleeping in Armor in Xanathar's Guide to Everything, actually.

SLEEPING IN ARMOR
  Sleeping in light armor has no adverse effect on the
wearer, but sleeping in medium or heavy armor makes it
difficult to recover fully during a long rest.
  When you finish a long rest during which you slept in
medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have
any levels of exhaustion, the rest doesn't reduce your
exhaustion level.

I don't know if they are using them or not, but there they are.
Cetus Vostokath
player, 30 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Tue 24 Dec 2019
at 15:48
  • msg #27

Questions and Suggestions for the GMs.

Good to know!
Eigon Iseldan
player, 13 posts
Tue 24 Dec 2019
at 16:23
  • msg #28

Questions and Suggestions for the GMs.

And... here it comes...
  1. Prices for skis?
  2. prices for snow shoes?
  3. Are we dealing with increased difficulty roles for cases when a character tries to do something without the desired skill, as mentioned as a possibility in the DMG, or simply considering the character to be disadvantaged? For instance, say a character desides to use a bucket and smithing ' tools to try and go through the process of building a  wall to a structure from baked bricks and so forth — this can in theory be done with the tools and bucket — given the imprivized  tool set, and the fact that said individual is not skilled as a mason, would said character have a higher threshold   for success, have a disadvantage, or both?

This message was last edited by the player at 16:25, Tue 24 Dec 2019.
Lukas Verbannt
player, 29 posts
AC: 15 HP: 10/10
PP: 14 Init: 5
Tue 24 Dec 2019
at 17:21
  • msg #29

Questions and Suggestions for the GMs.

I don't think skis and snow shoes exist in DnD.
Eigon Iseldan
player, 15 posts
Tue 24 Dec 2019
at 17:39
  • msg #30

Questions and Suggestions for the GMs.

This is not the first time I've heard this comment made in regards to D&D and Snow shoes, and leaving the Americas aside, since we know with absolute certainty that snow shoes existed in the northern areas before Alexandar the great, I'll provide two sources here: the first being from previous D&D sources, and the second from The eastern hemosphere.
From second edition, Aurora’s Catalogue ,
snow shoes have the following information
quote:
snowshoes. We construct them from

quality duskwood, to maintain its shape
and minimize cracking, with laces made
of fine-grain leather, for durability and
extra support. We sell these for 20 gp a
pair.


I don't have my copy of Frost burn on me, so can't give the quotation of snow shoes from that work.

As for  snow shoes, there are some artifacts of them taken from Tombs in northern Mongolia  dating back to the Roman Republic... so historical possibilities are certainly there.
Cetus Vostokath
player, 31 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Thu 26 Dec 2019
at 01:10
  • msg #31

Questions and Suggestions for the GMs.

Something from the other games I'm in, and I helped the DM with...

A simple table top keep track of the bonuses...

My suggestion would be to add this to the first post in the announcements thread, and update as you make announcements.


DateDescriptionReward
25-12-19Christmas Bonus150 XP

The Narrator
GM, 34 posts
Let me tell you a tale.
Thu 26 Dec 2019
at 01:22
  • msg #32

Questions and Suggestions for the GMs.

Sounds good thx.
Izayah Hamadrell
player, 26 posts
AC 17 HP 12/12 PP 14
Leaving the past behind
Thu 26 Dec 2019
at 01:35
  • msg #33

Questions and Suggestions for the GMs.

Thank you for the bonus also! =)
Cetus Vostokath
player, 36 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Sat 28 Dec 2019
at 12:43
  • msg #34

Questions and Suggestions for the GMs.

Just had a thought re the perimeter patrols....

I'm handing out my torches as I don't need them and can't be arsed to sell them for what little they're worth.

Maybe the patrols could also incorporate resupply missions?
Conspirator
GM, 51 posts
Just here to help
Mon 30 Dec 2019
at 19:57
  • msg #35

Questions and Suggestions for the GMs.

Seems likely, after a day or two, at least.
Wightvane
player, 14 posts
Bronze Dragonborn
HP 1/10, AC 16
Tue 31 Dec 2019
at 03:37
  • msg #36

Questions and Suggestions for the GMs.

Are you open to multiple characters per player?
Conspirator
GM, 53 posts
Just here to help
Tue 31 Dec 2019
at 04:15
  • msg #37

Questions and Suggestions for the GMs.

Simultaneously? Not at this time, though we haven't ruled it out for the future.
Dominic
player, 3 posts
Mon 13 Jan 2020
at 19:29
  • msg #38

Re:  Questions and Suggestions for the GMs.

Conspirator:
Most armor is warm enough, as long as you keep moving, since it is worn with layers of padding. However, you can't sleep in armor. At bedtime, you need either heavy pajamas, a thick blanket, or something similar. Use the price given for a blanket.


Isn't this what Robes are for? Not that the PHB gives more than the price for them, but still, they must do something.

And I'm mostly asking because I bought a set for this purpose. :-)
Conspirator
GM, 89 posts
Just here to help
Mon 13 Jan 2020
at 20:56
  • msg #39

Re:  Questions and Suggestions for the GMs.

Robes worn with any set of clothes would be warm enough. Traveler's clothes are warm enough on their own.
Dominic
player, 5 posts
Mon 13 Jan 2020
at 23:32
  • msg #40

Re:  Questions and Suggestions for the GMs.

Maybe for the peasantry. Some of us are a touch more delicate than that,
Sai Nightbreeze
player, 34 posts
Smells of tannin
AC 16, HP 17 / 17
Thu 13 Feb 2020
at 14:13
  • msg #41

Re:  Questions and Suggestions for the GMs.

Question regarding accumulation of downtime.  From the rules thread:
quote:
...downtime will be treated as a resource, granted in 8 hour units, every Monday, and from completing jobs.

Monday is referring to IRL time?  In which case, are we good to take an extra unit of downtime once per week?  I haven't read about this anywhere else, and just wanted to be sure before taking it.
Boneclaw
player, 33 posts
Thu 13 Feb 2020
at 14:42
  • msg #42

Re:  Questions and Suggestions for the GMs.

Hadn't seen this thread before I wrote this in OOC:

Magic item crafting works on a case by case basis. Tell us what you want to make, we will tell you what skills, components and other costs are required.

For mundane items: 1 unit of downtime and 1 gp in materials (Based on what Jessop charges, not what he is willing to pay for it), per 5 gp in item's total cost. In the wilderness, every long rest is worth 1/8 a unit of downtime for every hour you aren't sleeping.


This may work alright for permanent items such as weapons and the like but not so much for consumable crafted items.

A Healing Potion costs 50gp. If it's 10 downtime units per healing potion that makes it pretty much impossible to make a decent living from crafting. It would let me brew 1 potion every 10 downtime units which let's face it if i have to adventure to get downtime points would mostly be for myself or party members rather than go towards building up a decent stock of potions to sell. Alternatively I can sit on my shop for 10 weeks of real time for 1 potion.
It doesn't sound like a feasible business.

Or is it 1 downtime unit and 10 gp in materials? Little better but I think I'd still be hard pressed to build a decent stock of potions.

Another question related to Holy Water. According to the rules in the players Handbook it costs 25 gp worth of powdered silver, 1 hour and a 1st level spell slot to create.
Under your rules it costs either 1 or 5 downtime units, 5 gp of material and no spell slot.

Can we implement a different rule for Consumable Crafted Items?
Sai Nightbreeze
player, 35 posts
Smells of tannin
AC 16, HP 17 / 17
Thu 13 Feb 2020
at 15:02
  • msg #43

Re:  Questions and Suggestions for the GMs.

Based on a quick search, it appears that the DMG (pg. 135) recommends that the cost should be halved for consumable items.

And in XGtE, it gives special rules for potions of healing:
quote:
Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

TypeTimeCost
Healing1 day25 gp
Greater1 workweek100 gp
Superior3 workweeks1000 gp

So for healing potions, at least, it would probably only take one unit of downtime.

Of course, this is all subject to the GM's ruling.  Hopefully this is a helpful reference, though :)
Conspirator
GM, 188 posts
Just here to help
Fri 14 Feb 2020
at 03:56
  • msg #44

Re:  Questions and Suggestions for the GMs.

That's every real Monday. Midnight Pacific Time to be specific.

We will allow any non-magical consumables to be made with one downtime unit.
Odilon
player, 41 posts
AC: 16 | HP: 9/9 | PP: 13
Next Init: 1
Fri 14 Feb 2020
at 14:00
  • msg #45

Re:  Questions and Suggestions for the GMs.

I didn't realize this and have not been keeping track, I haven't spent any Downtime days does anyone know what Odi would be up to?
Tidelan Wavyrus
player, 81 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Fri 14 Feb 2020
at 16:19
  • msg #46

Re:  Questions and Suggestions for the GMs.

To clarify:

With a herbalism kit, proficiency with a herbalism kit, 10x downtime units and 100x gold, a character could make ten basic healing potions (1 downtime unit and 10 gold each)?

Just asking before I post anything.
Sai Nightbreeze
player, 38 posts
Smells of tannin
AC 16, HP 17 / 17
Fri 14 Feb 2020
at 19:01
  • msg #47

Re:  Questions and Suggestions for the GMs.

In reply to Odilon (msg # 45):

Looks like your first post in Smith's Gambit was Dec 28. In that case, you'd be at 7 units, plus any you've gained from work (if my calculations are correct).
Conspirator
GM, 196 posts
Just here to help
Fri 14 Feb 2020
at 19:54
  • msg #48

Re:  Questions and Suggestions for the GMs.

Correct, Tidelan and Sai. Note you still need to make a crafting check. Failure destroys half the materials, or all if you roll a natural 1. The DC for a healing potion is 15.
Boneclaw
player, 37 posts
Fri 14 Feb 2020
at 22:09
  • msg #49

Re:  Questions and Suggestions for the GMs.

How do guilds work in this game?
Medieval guilds held a monopoly within a community, no one outside the guild was allowed to practice the trade. Guild members passed on the guild secrets only to members of their guild.
The letter of introduction from the guild you're associated with, does that have any official function? Does it grant a right to set up a guild charter here for example and oversee Guild activities in the region if you present your letter first, and can a guild expect any legal support when non-guild members try to trade in goods the guild specializes in?

It'd be a shame if something happened to people crafting potions outside Guild membership ..

Did I mention I'm a cleric of Death? No, that's just a side note, what are you insinuating?
I'll have you know I have never set fire to anyone's workshop yet!

Anyway, guilds could be a nice way of managing the economy and avoid flooding the market with goods. A guild has a vested interest in maintaining a healthy flow of goods, enough to make a living without flooding the market and subsequently devaluing the goods they make a living off. Guild politics could become a thing over time as well as various guilds might vie for greater influence over the community, while internal strive may form if the local guild master is undermined by another member in a bid for control of the guild itself.
Tidelan Wavyrus
player, 83 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Fri 14 Feb 2020
at 22:58
  • msg #50

Re:  Questions and Suggestions for the GMs.

What do i roll for the crafting check to make potions?
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