Downtime Reloaded: Exploring Xanathar's Guide to Everything

 

On November 15, 2017, Wizards of the Coast released Xanathar’s Guide to Everything. This book served as a supplement to the source material from D&D 5E’s launch three years prior. In a departure from D&D 3.5, which provided separate supplements for Dungeon Masters and Players, this book caters to both.

This book provided a lot, especially on Downtime Activities. Some original options are rebuilt in a new format. The game developers also introduce some new options. Do these changes improve D&D 5E Downtime Activities all around, or are there places where this system falls flat? I will review and give my thoughts.

(Art: Magic the Gathering by Sam Burley)

New Terms


When restructuring Downtime Activities, Wizards of the Coast included some recurring terms.

Complications now come packaged with each activity, serving as potential curveballs that DMs can throw at players. These range from small penalties to creating potential rivals or spawning entire campaigns. Each activity offers a suggestion for when to roll for a complication, but also allows DMs to use them whenever.

Workweeks are now used to describe the time spent doing a task. This variable made these activities a bit more time-consuming but also more universal. Now a Faerun week, also known as a tenday, will match up with any other system with little trouble. The previous per day system would be more helpful to settings with longer weeks.


Fresh Takes on Downtime


XGTE provided new options for players wanting to have downtime activities. These options helped provide greater depths for players to flesh out their own lives.

Buying a Magic Item

The first downtime activity tackled is Buying a Magic Item, as opposed to crafting one. At a minimum, this requires one workweek of effort and 100 gp in expenses, but more can improve the odds. Players make a Charisma (Persuasion) check to determine the quality of the seller found. If they spend additional workweeks or add additional increments of 100 gp, they also add a bonus to the roll, up to a maximum of +10. The results of this roll dictate which of the Magic Item Tables in XGTE the DM rolls on, higher tables providing more powerful results. Prices are determined by rarity, which is given in the Magic Item Price table, with the amount halved for consumable items.

If a player desires a specific item (and the DM deems it obtainable), the items in the sale include it based on the roll and rarity of the item, with an uncommon item requiring a roll of 10 or higher. This section also provides the option for a DM to add or subtract an additional 10 based on the level of magic in the campaigns, and potentially double the cost in low magic campaigns as well.

Rolling for Complications is entirely optional here, but it's included to spice things up a bit.

Crime

(Art: Magic the Gathering by Evyn Fong)

Sometimes even heroes want to break some rules. Enter the Crime activity, where even heroes can skirt the rules. This takes at least one workweek and 25 gp preparing to pull off the task, representing the resources needed to gather information. At the end of this time, the character chooses a DC (ranging from 10 to 25) and makes a series of checks for the desired level of crime. The checks made include Dexterity (Stealth) using thieves’ tools and the choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

Your number of successes directly impacts the outcome.

Crime Results

Result Outcome
No successes Character is caught and jailed. Must pay a fine equal to the profit the crime would have earned and spend one week in jail for each 25 gp of the fine.
One success Failure, but character escapes.
Two successes Partially successful, half the intended payout.
Three successes Full payout.

Complications for the Crime activity are supposed to be rolled if the player only succeeds at one check.

Gambling

Gambling can offer relaxation and financial gain. This activity takes a workweek and a bet of 10-1,000 gp (more if the DM permits). The player will make checks against a randomly generated DC, 5+2d10 for each check.

Players will need to roll for Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If proficient with the gaming set, one can use that proficiency instead of one of these three. The outcome is determined by the total number of successes.

Gambling Results

Result Value
0 successes Lose all the money you bet, and accrue a debt equal to that amount.
1 success Lose half the money you bet.
2 successes Gain the amount you bet plus half again more.
3 successes Gain double the amount you bet.

Pit Fighting

For those who don’t want to gamble or commit crime, they can instead put their physical prowess to the test in Pit Fighting. Including boxing, wrestling, and other nonlethal combat. This also uses a series of checks. In Pit Fighting, the game generates the DCs randomly using 5+2d10, just like with gambling. The checks include Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check whose bonus equals the largest Hit Die available to the character. Characters can choose to replace one of these skill checks with an attack roll using one of their weapons.

Again, the results depend on the number of successes.

Pit Fighting Results

Result Value
0 successes Lose your bouts, earning nothing.
1 success Win 50 gp.
2 successes Win 100 gp.
3 successes Win 200 gp.

Like gambling, Complications have a 10% chance for each workweek spent Pit Fighting.

Revamping the Classics


In addition to entirely new activities, XGTE also revisits and updates some old favorites to match its own style. This isn't just about slapping on a new coat of paint; it's about re-engineering these activities to be more engaging, balanced, and in sync with the game's evolving dynamics.

Carousing

Carousing now requires a workweek’s worth of resources, with the amount chosen by the class level the character chooses. Lower Class only cost 10 gp, while Upper class requires 250 gp as well as access to the local nobility.

After a workweek, the character makes a Charisma (Persuasion) check; the amount determining the number of contacts a player has made. Contacts are an NPC that the player now has a bond with because of this action. Either there is a favor owed, or someone has a grudge. They come in two types, Hostile and Allied.

Hostile contacts will work against the character, trying to hinder characters without committing a crime or resorting to violence. Allied contacts will help the character, but not at the risk of their lives. After the contact has either helped or hindered, they will have to carouse again to regain a use of that contact.

Each time you decide to carouse, brace yourself for a 10% chance of complications.

Crafting an Item

Crafting an item works a little faster now. Instead of 5 gp per day, the amount worked on is 50 gp per work week. The developers removed the wording about maintaining a lifestyle and allowed the character to sell their item at its listed price. The box also has a useful table describing some options for popular tools.

Proficiency and Items

Proficiency Items
Herbalism kit Antitoxin, potion of healing
Leatherworker’s tools Leather armor, boots
Smith’s tools Armor, weapons
Weaver’s tools Cloaks, robes

Crafting a Magic Item

(Art: Magic the Gathering by Evyn Fong)

Now a subset of crafting, this Downtime Activity keeps a lot of its difficulty, though the minimum level requirement has been removed. Now these rules specify that each magic item will require an exotic ingredient to create it, which will involve an adventure. This is part of an adventure, with the creature ultimately in possession or guarding the exotic ingredient having a recommended CR range based on its rarity. So defeating a CR 9-12 creature is necessary to create a Rare item.

Magic Item Ingredients

Item Rarity CR Range
Common 1–3
Uncommon 4–8
Rare 9–12
Very rare 13–18
Legendary 19+

The developers have reduced the actual creation cost itself for a magic item by at least half, often more to compensate for the quest needed.

Scribing a Spell Scroll

Where originally making consumables like Spell Scrolls and Potions of Healing were just considered consumable magic items for crafting, they now have their own sections, Brewing Potions of Healing and Scribing a Spell Scroll.

Characters proficient in herbalism kits can create Potions of Healing in 1 day for 25 gp. These rules have no complications associated with them.

Scribing a Spell Scroll also has its own chart regarding time and resources, and requires a character to have proficiency in the Arcana skill. As before, the scribe must provide any material components required, have the spell prepared, or have it among the known spells.

Scribing a Spell Scroll has a 10% chance per workweek to cause a complication.

Relaxation

Originally the Recuperating Activity, Relaxation now just requires one week of maintaining a modest lifestyle while doing nothing else. Doing this automatically gives advantage on saving throws to recover from diseases and poisons. At the end, a character may end an effect that causes them to not regain hit points or return an ability score to its normal amount.

Religious Service

Religious Service, replacing Performing a Sacred Rite, now requires one workweek but no gold expenditure. At the end, the character rolls either Intelligence (Religion) check or a Charisma (Persuasion) check. The total then determines the number of favors that are received.

Favors function similarly to Contacts in that they represent some sort of help, this time coming from a temple. The book offers examples like problem-solving, support, or minor divine intervention.

Religious Service has a 10% chance of incurring a complication each workweek.

Research


(Art: Magic the Gathering by Matt Stewart)

Research now costs a set amount of gold and workweeks, though players can spend extra gold for a higher bonus, maximum of +6. A well-stocked library or access to knowledgeable sages gives advantage. This requires an Intelligence check, the bonus equal to the one gained in preparing. The result determines how many pieces of lore that are given.

According to the developers, each piece of discovered lore equates to one true fact about a person, place, or thing. The DM decides what the character learns and how it benefits them.

Research has a 10% chance of incurring a complication each workweek.

Selling a Magic Item

Selling a Magic Item has now become streamlined. Now a character spends one workweek and 25 gp to arrange the sale and then rolls Charisma (Persuasion) to determine the offer. Characters have the choice to not sell the item, but a new attempt will require time and gold.

Even if an offer is rejected, selling a Magic Item carries a 10% chance of incurring a complication.

Training

Training now costs 25 gp per workweek, equivalent to 5 days of the previous system. Learning a new language or tool proficiency now takes 10 weeks, reduced by an amount equal to the character’s Intelligence Modifier.

Training incurs a 10% chance for complications every 10 workweeks.

Work

Originally Practicing a Profession, characters now must make a Strength (Athletics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. That roll then determines the gold made based on a table. Players at worst will sustain a poor lifestyle and make an additional 25gp while living comfortably.

Work has a 10% chance of incurring a complication each workweek.

The Impact of XGTE's Changes on Downtime Activities

(Art: Magic the Gathering by Kieran Yanner)

Three years into the game and Xanathar’s Guide to Everything does a lot for the Downtime Activities. We have a more uniform approach with new and interesting mechanics. Crime, Gambling, and Pit Fighting all have a very interesting approach with slight tweaks. I am a big fan of rolling three skill checks, with the option of switching one out. I think this creates something that 5E struggles to find space for: range of success and failure.



The shift to measuring time in workweeks effectively streamlines activities that used to take random chunks of time, instead of potentially causing characters to mix and match their Downtime Activities. Faerun Downtime Activities will match Ravenloft Downtime Activities and Eberron Downtime Activities, even if the time passing is different. Defining workweeks also reinforces that characters are not mindless drones and need their time off too.



The inclusion of Complications adds a tantalizing "Yes, but" dynamic to downtime activities. Instead of these being purely pass/fail, we have a chance for the randomness of the dice to play in.



However, there are some drawbacks with these options. Now that the developers designed all choices to take at least a week, it means that any sort of downtime less than one week becomes difficult to express through mechanics. A GM can go through and break out any values on a per work day process, but the results might end up a bit unbalanced. Also, having the expanded options as well as potential complications provides the chance to create an in-depth story, but it does make the process of Downtime a bit more involved. If you want downtime to happen quickly, then this might not be the option for you.




Conclusion




Xanathar’s Guide to Everything introduces a plethora of well-thought-out, intricate rules. It is not just a supplement; it practically overhauled D&D 5E, especially Downtime Activities. From adding more layers to existing options to creating entirely new ones, it adds depth and texture to what could otherwise be a bland aspect of gameplay. And do not forget Complications. Those bits of unpredictability provide the perfect place for some chaos and improvised roleplay, potentially turning even the most mundane downtime activity into a memorable moment at the table.



The shift of Downtime Activities moving to a workweek standardizes gameplay across different settings, making it easier for players and Dungeon Masters alike to use the system. However, this standardization comes with its own challenges, forcing downtime to be thought of in workweeks instead of individuals days.



While the revamped system enriches the gameplay by offering a more nuanced approach to downtime, it also adds complexity that some players might find cumbersome. But if you are up for a more immersive D&D experience, Xanathar’s Guide could be a game changer.



In the grand scheme of things, Xanathar’s Guide to Everything serves as evidence of how far D&D has come. It takes the existing framework and builds upon it, making a more interactive and reactive game for players. These downtime rules are a must have for anyone looking to bring new layers of fun and complexity to their D&D sessions.