Downtime
Downtime is measured in day-long increments. Resting, Researching, shopping, property administration, and large-scale Crafting are good examples of play that takes place during downtime.
Any task that takes less than or equal to 1 hour is an Immediate Action, and any task that takes between 1 and 8 hours -- such as a Long Rest -- is a Committed Action.
You can perform up to three Committed Actions before advancing time, but tasks with a time commitment measured in days are assumed to consume all three committed actions with the inclusion of a Long Rest. Any task that takes 24 full hours advances time without the benefit of a long rest.
Negative consequences for the passage of time include living expenses and advancement of large-scale plot events in the world. Whenever time advances, the GM adds a die (usually 1d8 ) to the Time Pool, and the Time Pool is emptied after it reaches 7 dice, signifying that 7 days have passed.
During downtime, Short Rests are Immediate Actions. When the party takes a Long Rest during downtime, the GM advances time to the next day and adds one die to the Time Pool.
If the party stays occupied for a full 24 hours without a Long Rest, all members of the party gain one level of Exhaustion.
If a creature pursues an action that has a duration of multiple days, that creature must continually take that action every day until it is compete. In those cases, a Long Rest at night is assumed.
Downtime Activities
Between adventures, if you do not have an activity in mind the GM might ask you what your character is doing during his or her downtime. Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. Downtime Activities:- Crafting
- Practicing Professions
- Healing
- Conducting Research
- Training
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