Downtime (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Bed icon.png

Downtime requires an entire day in a town or other civilized and peaceful area with access to shops and inns, with nothing more stressful than a downtime enterprise. This takes up at least all 6 shifts in a day.

Recovery. At the end of downtime, you:

  • Recover from all Exhaustion.
  • Restore your hp maximum to its full value, excluding any Constitution reduction.
  • Restore your hit points to this maximum.

Sated Needs. As part of downtime you gain adequate sleep, food, water, and hygiene to cover a few days, all at no significant expense. Any common ammunition is fully restocked. Assume you make enough spare change during downtime to cover such essentials. Any benefits you gain after a break, after camping, or after a "long rest" you also gain after you finish downtime.

Trade & Enterprise. At the end of each day of downtime, you can conduct downtime trade. If you've progressed in any adventures since your last day of downtime—as determined by your narrator—you can also undertake one downtime enterprise.