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Merge pull request #10 from revilowaldow/master
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chore: Area ids
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TheGiddyLimit authored Dec 10, 2024
2 parents 42d04ef + 0301156 commit e5a5dab
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69 changes: 46 additions & 23 deletions collection/Unearthed Arcana - Downtime.json
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"The downtime system presented here is built on two basic elements.",
"First, it offers short-term activities, ones that can usually be completed in a workweek (5 days) or longer. These activities cover what characters at levels 1\u201310 might do between adventures. It includes buying or creating magic items, pulling off heists, and working a job. Higher level characters can also use these activities, but they have the resources and power to take on greater ambitions beyond the scope of these rules.",
"Second, this downtime system introduces the concept of foils. Foils are NPCs who oppose the characters or whose goals put them against the party. A foil might be a villain who wishes to destroy the characters, or a good-aligned cleric who sees the characters as meddlers and troublemakers. Foils work their plots while the characters engage in downtime activities, introducing interesting complications to the campaign."
]
],
"id": "001"
},
{
"type": "entries",
Expand All @@ -1778,7 +1779,8 @@
"entries": [
"As DM, you should present the players with a list of activities they can pursue. These activities work for characters of any level.",
"The activities you allow depend on your campaign and the nature of the area where the characters are. For example, you might disallow the creation of magic items, or decide that the characters are in a town that is too isolated from major markets for them to buy such items. You decide which a ctivities are available, not the players. Consider handling downtime away from the game table. For example, you could have the players pick their activities at the end of a session, by email or text, or when you next see them in person."
]
],
"id": "003"
},
{
"type": "entries",
Expand All @@ -1789,7 +1791,8 @@
"Most activities require a workweek (5 days) or more to complete. Some activities require days, weeks (7 days apiece), or months (30 days apiece). A character must spend 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion. The days don't need to be consecutive.",
"If you want multiple weeks to pass in the campaign world between sessions, report back the results of any downtime activities and ask for each character's next moves. Otherwise, you can send out the results to each player by text or email, or catch the players up at the start of the next session.",
"If an activity requires some decisions, you can have the players decide either before the next session or at the start of it. Some DMs like to focus on the activity, but for some groups it's a good idea to let the players talk things out, so long as it doesn't drag out and eat up too much time at the game table."
]
],
"id": "004"
},
{
"type": "entries",
Expand All @@ -1799,9 +1802,11 @@
"Each activity includes complications you can throw at the characters. Complications are meant to add flavor, depth, and drama to the campaign. They might spawn entire adventures, introduce NPCs who vex the party, and give the characters headaches as they try to navigate the politics and social network of the community they're in.",
"In general, there is a {@chance 10|10 percent} chance that a given activity has a complication. You can use them more or less often, depending on what you feel is best for your campaign.",
"Complications can also come from the party's foils, as described below. In the complication table for an activity, the options that are most likely to involve a foil are marked."
]
],
"id": "005"
}
]
],
"id": "002"
},
{
"type": "entries",
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]
]
}
]
],
"id": "007"
},
{
"type": "entries",
Expand All @@ -1922,15 +1928,17 @@
"entries": [
"An effective foil has a clear reason for interfering with the characters' plans. Think about what the foil wants, how and why the characters stand in the way, and how the conflict could be resolved.",
"Motivation is the why behind a foil's actions. It's the foundation for the NPC's role in the campaign. The Example Foils table offers some examples you can build from."
]
],
"id": "008"
},
{
"type": "entries",
"name": "Goals",
"page": 3,
"entries": [
"Once you know a foil's motivation, consider possible goals. What outcome is the foil trying to create? Ideally, this outcome involves the characters or something they care about. The foil might want to take over the town, slay one or all of the characters, or help a certain temple become the center of the most powerful religion in the region."
]
],
"id": "009"
},
{
"type": "entries",
Expand All @@ -1939,7 +1947,8 @@
"entries": [
"Think about the resources that the foil can call upon. Is there money for bribes? Is there a small army of obedient fanatics? Does the foil hold sway over any guilds, temples, or groups?",
"Make a list of the foil's assets, and consider how they can be used."
]
],
"id": "00a"
},
{
"type": "entries",
Expand All @@ -1951,7 +1960,8 @@
"Actions should build a path toward achieving the NPC's goals. For each action, make note of NPCs who might change in response to it, what it might change in the town's politics, and so on. Of course, if the characters get involved, those outcomes might change.",
"The concept behind actions is simple. They show the characters that the campaign is a living world by making the foils participants in the campaign's action.",
"The examples of complications given for downtime activities are ideal plans for a foil to make against the characters. Use them as inspiration for plans of your own creation, or throw them, as written, at the characters when it seems appropriate. You can use a complication in place of a foil's actions, or in addition to one. Not every bad thing that happens to the characters is caused by a foil. Some events might just be due to bad luck."
]
],
"id": "00b"
},
{
"type": "entries",
Expand All @@ -1960,15 +1970,17 @@
"entries": [
"In addition to actions, consider how the campaign setting might shift due to the foil's influence. What are the background events, changes in attitudes, and anything else that might occur to illustrate a foil's influence?",
"Imagine if the characters do nothing to oppose a foil. What happens next? How does the world change? Introduce such events along with the foil's actions to make your campaign feel alive. You can use an event in place of an action, especially if a session isn't going to involve a foil. Events are also a good way to show the influence of multiple foils, without having all of them take action against the characters at once. Events let foils have their time in the spotlight without causing the other ones to fade away completely."
]
],
"id": "00c"
},
{
"type": "entries",
"name": "Revise",
"page": 3,
"entries": [
"Remember that foils are characters who can change over time. If the characters thwart one plan, a foil might pursue another. A foil might also become an ally, or achieve all goals and thus become inactive. Between sessions, revise your foils as needed to account for how things have progressed in the campaign."
]
],
"id": "00d"
},
{
"type": "entries",
Expand All @@ -1983,15 +1995,17 @@
"page": 4,
"entries": [
"Myron wants to become the most respected, most important merchant in town, someone to whom even the prince must yield."
]
],
"id": "00f"
},
{
"type": "entries",
"name": "Assets",
"page": 4,
"entries": [
"He has a small fortune in gold; his own skills as a wererat, alchemist, and necromancer; a group of wererats that is dedicated to him; the service of twin dwarf sisters who are superb assassins; a shield guardian that protects him; and an alliance with a hobgoblin lord, who lives in the mountains outside of the city."
]
],
"id": "010"
},
{
"type": "entries",
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]
]
}
]
],
"id": "011"
},
{
"type": "entries",
"name": "Example Foil: Temple of Pholtus",
"page": 4,
"entries": [
"The temple of Pholtus, inflexible god of the sun, seeks to impose its strict rules. The high priest, Cheldar, wishes to bring as many folk as possible under the temple's sway. Though only in town for two years, the temple is already a powerful force due to Cheldar's brilliant oration."
]
],
"id": "012"
},
{
"type": "entries",
"name": "Goals",
"page": 4,
"entries": [
"Cheldar wants to make the temple of Pholtus the most influential religion in town by bringing about peace and stability for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan."
]
],
"id": "013"
},
{
"type": "entries",
"name": "Assets",
"page": 4,
"entries": [
"The high priest Cheldar has his charismatic oration, divine spellcasting ability, and a few hundred common folk recently converted to the temple's cause."
]
],
"id": "014"
},
{
"type": "entries",
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]
]
}
]
],
"id": "015"
}
]
],
"id": "00e"
}
]
],
"id": "006"
},
{
"type": "section",
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"{@variantrule Work|UADowntime}"
]
}
]
],
"id": "016"
}
]
],
"id": "000"
}
]
}
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57 changes: 38 additions & 19 deletions collection/Unearthed Arcana - Dragonmarks.json
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"entries": [
"The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events.",
"If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book."
]
],
"id": "001"
},
"A dragonmark is a mystic sigil that appears on the skin. The mark is a source of mystical power and enhances the bearer's ability to perform certain tasks. In Eberron, each mark is tied to specific bloodlines. The families that carry these marks joined together to form the Dragonmarked Houses, powerful forces that dominate different industries. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house. In creating a dragonmarked character, your background can help to establish your relationship to the house. A dragonmarked {@background noble} may be part of the ruling family. A {@background guild artisan} or {@background entertainer} can work in one of the house guilds. A {@background criminal} may have been exiled from their house, while an {@background urchin} could be an orphan who never knew they had a tie to one of the dragonmarked families.",
{
Expand All @@ -1697,9 +1698,11 @@
"Each dragonmark has a trait that allows you to roll an {@b Intuition die}, a {@dice d4}, when you perform an ability check with a particular skill or tool. You add the number rolled to the ability check. You don't have to be proficient with the skill or tool to gain this benefit.",
"Feats, magic items, and other features may improve your Intuition die. This increases the type of die you roll by one size ({@dice d6}, {@dice d8}, {@dice d10}) to a maximum of a {@dice d10}. You can only roll one Intuition die for a check; if you receive Intuition dice from multiple sources, increase one die by one type and roll that one.",
"For example, if a dragonmarked trait and feat both grant intuition with Dexterity ({@skill Stealth}) checks, you roll a {@dice d6}, instead of a {@dice d4}. Three instances would increase your Intuition Die to a {@dice d8}, and so on."
]
],
"id": "003"
}
]
],
"id": "002"
},
{
"type": "section",
Expand All @@ -1715,7 +1718,8 @@
"name": "Dragonmark Quirks",
"page": 2
}
]
],
"id": "004"
},
{
"type": "section",
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"name": "Half-Elf (Variant; Mark of Detection)",
"page": 2
}
]
],
"id": "005"
},
{
"type": "section",
Expand All @@ -1747,7 +1752,8 @@
"name": "Half-Orc (Variant; Mark of Finding)",
"page": 2
}
]
],
"id": "006"
},
{
"type": "section",
Expand All @@ -1763,7 +1769,8 @@
"name": "Human (Mark of Handling)",
"page": 3
}
]
],
"id": "007"
},
{
"type": "section",
Expand All @@ -1779,7 +1786,8 @@
"name": "Halfling (Mark of Healing)",
"page": 3
}
]
],
"id": "008"
},
{
"type": "section",
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"name": "Halfling (Mark of Hospitality)",
"page": 4
}
]
],
"id": "009"
},
{
"type": "section",
Expand All @@ -1811,7 +1820,8 @@
"name": "Human (Mark of Making)",
"page": 4
}
]
],
"id": "00a"
},
{
"type": "section",
Expand All @@ -1827,7 +1837,8 @@
"name": "Human (Mark of Passage)",
"page": 4
}
]
],
"id": "00b"
},
{
"type": "section",
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"name": "Gnome (Mark of Scribing)",
"page": 5
}
]
],
"id": "00c"
},
{
"type": "section",
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"name": "Human (Mark of Sentinel)",
"page": 5
}
]
],
"id": "00d"
},
{
"type": "section",
Expand All @@ -1875,7 +1888,8 @@
"name": "Elf (Mark of Shadow)",
"page": 6
}
]
],
"id": "00e"
},
{
"type": "section",
Expand All @@ -1898,7 +1912,8 @@
"name": "Gust",
"page": 6
}
]
],
"id": "00f"
},
{
"type": "section",
Expand All @@ -1914,7 +1929,8 @@
"name": "Dwarf (Mark of Warding)",
"page": 7
}
]
],
"id": "010"
},
{
"type": "section",
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"name": "Control Winds",
"page": 8
}
]
],
"id": "011"
},
{
"type": "section",
Expand All @@ -1961,9 +1978,11 @@
"name": "Aberrant Dragonmark",
"page": 9
}
]
],
"id": "012"
}
]
],
"id": "000"
}
]
}
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