@@ -147,52 +147,31 @@ And even if all those pets feel enamoured with the caster, they don't need to li
\subsection{\Glsfmttext{downtime}}
The most interesting \gls{downtime} happens when you skip it, and find out the details later.
Don't ask the players what their characters want to do, just jump straight to the next scene, a month, or even years later.
\paragraph{Healing}
makes \glspl{downtime} particularly important when characters cannot heal without it.
\sidebox{
\begin{itemize}
\item
Heal
\item
Apply cost of living
\item
Buy Traits
\item
Award \glspl{storypoint}
\end{itemize}
}
Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized \gls{adventure} equipment.
\paragraph{The cost of living}
comes right after, especially if players have a particularly long \gls{downtime}.
Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes.
The player should always agree that the cost makes sense, but 10\% makes a good rough benchmark (people who have more money, spend more money).
Other \glspl{downtime} will last months, so that \glspl{pc} can purchase Skills which require long periods of study, such as Academics.
Alchemists also need \gls{downtime} to purchase new sphere levels.
For any \gls{downtime} spanning over a year, you may want to award \glspl{storypoint}.
Spending them can later reveal what the \gls{pc} has done during their time.
Perhaps they travelled and learnt a new language or made a new ally.
\paragraph{Buying traits}
should only occur at the start or end of a session (unless a player wants to spend a \gls{storypoint} to explain why they have this ability).
\sidebox{
\begin{rollchart}
Years &\glspl{storypoint}\\\hline
1-2 & 1 \\
3-6 & 2 \\
7+ & 3 \\
\end{rollchart}
\begin{rollchart}
Years &\glspl{storypoint}\\\hline
1-2 & 1 \\
3-6 & 2 \\
7+ & 3 \\
\end{rollchart}
}
\paragraph{Longer \glspl{downtime}}
may call for \glspl{storypoint}.
Don't ask the players what their characters want to do, just jump straight to the next scene, years later, and let them explain their actions in-game, with the new \glspl{storypoint}.
Perhaps they travelled and learnt a new language or made a new ally.
Each year of downtime should cost 10\% of the character's wealth, or 10\gls{gp} (whichever is higher), to represent the money they've spent during this time.
Characters without any other means of sustaining themselves should default to spending 10\glspl{gp} per year.