Giving a player a once-per-day item, but not breaking it over weeks of downtime
Skreacher, do not read.
I have created a "Faulty Headband of Intellect". It has a passive effect of increasing a player's INT as per a regular headband, but with an active effect, once per day, that can be turned on that produces 50% positive bonuses, 50% negative-but-fun results.
One of those results, 1 on a d100, is that the headband becomes repaired, functioning as a regular headband from then on, 10 or under on a d100 means it becomes more effective, and more likely to become repaired (-X from the d100 roll, where X is the number of times it's rolled 10 or under)
However, as a Strixhaven campaign, we've reached the end of the first year. the characters are about to have 4-6 weeks of downtime.
I don't want the players to have a completely anticlimactic roll 42d100, skip over the effects as they won't be relevant, and boom it's repaired over the holidays.
How do I tune the active effect to be:
- Not too slow during active play
- Not too fast during downtime (of which there is a lot in Strixhaven)
I was thinking "The Headband can be forced into active mode during times of distress. The first time you roll initiative per day etc etc..."
Anyone have any better solutions?
Posted May 12, 2022, 2:19 PM UTC
Tbh I would just honestly tell them out of game that it would be lame and not fun for anyone really if the headband was just fixed over the holidays.
Just pick up with the rolls exactly where you left off. Most PCs should agree that is the most fun game approach.
Yeah, I'm looking for a in-game solution for a out-of-game problem really.
I might just give them 2 or 3 rolls to represent their tinkering with it over the downtime.