So I am no big fan of 4th edition - except for the endeavors. That is just a stroke of brilliance! It fits so perfectly into the Warhammer world.
Since I will be launching a new 1st ed campaign later this year I decided to convert endeavors over to 1st edition. I put them in a google sheet - so for anyone who might like some inspiration:
https://docs.google.com/spreadsheets/d/ ... sp=sharing
If you are not familiar with 4th edition:
Endeavors are a way to handle down-time between adventures. By default you have between 1 and 3 endeavors you can do during your down-time (1 endeavor is roughly equal to 1 week). So changing to a new career would be one endeavor that could be combined with one or two other endeavors.
Note that one of the foundations in endeavors is that money gained from an adventure that isn´t spent on something specific (like buying something from the consumer guide or used as part of an endeavor) is lost. Gambled up, drunk away, etc. The only way to hold on to it is if you either invest it or stash it somewhere. And if you wan´t to start the next adventure with some cash on-hand then you need to spend one endeavor on creating income (which also helps you maintain your status).
As an FYI I have also incorporated basic living cost into status. In other words you don´t have to spend your income coins on basic living like food, lodging or transport during your next adventure (mostly just because I want to avoid tracking cash on petty stuff).
If you have comments or questions - please post them!
Endeavours from 4th ed
Just adding that the idea is to have an Endeavours phase between every adventure, and to limit the number to 3 even if that downtime is longer than three weeks.
Central to the concept is also the random events that not only provide spice (inspiration) on what your character is doing during downtime, but also frequently eats up some of your precious endeavours. Meaning life isn't supposed to be a clean, deterministic way to commission that Hochland Long Rifle you've had eyes on and couldn't find for sale anywhere. It's also the thing that strikes your horse with sickness, or places your buddy in jail, or something else that prevents you from spending the time and effort needed to actually get your hands on that Rifle in time for the next adventure.
Central to the concept is also the random events that not only provide spice (inspiration) on what your character is doing during downtime, but also frequently eats up some of your precious endeavours. Meaning life isn't supposed to be a clean, deterministic way to commission that Hochland Long Rifle you've had eyes on and couldn't find for sale anywhere. It's also the thing that strikes your horse with sickness, or places your buddy in jail, or something else that prevents you from spending the time and effort needed to actually get your hands on that Rifle in time for the next adventure.
Absolutely correct - and I will probably be adding the random events to the sheet also.CapnZapp wrote: ↑Tue Jan 15, 2019 2:51 am Just adding that the idea is to have an Endeavours phase between every adventure, and to limit the number to 3 even if that downtime is longer than three weeks.
Central to the concept is also the random events that not only provide spice (inspiration) on what your character is doing during downtime, but also frequently eats up some of your precious endeavours. Meaning life isn't supposed to be a clean, deterministic way to commission that Hochland Long Rifle you've had eyes on and couldn't find for sale anywhere. It's also the thing that strikes your horse with sickness, or places your buddy in jail, or something else that prevents you from spending the time and effort needed to actually get your hands on that Rifle in time for the next adventure.
But thanks for pointing this out!
You might also be interested in the downtime system I developed for WFRP1:
https://awesomeliesblog.wordpress.com/2 ... e-omnibus/
https://awesomeliesblog.wordpress.com/2 ... e-omnibus/
Wow - that´s amazing! There is a wealth of bits to be mined there for sure - thanks!Gideon wrote: ↑Wed Jan 16, 2019 2:42 am You might also be interested in the downtime system I developed for WFRP1:
https://awesomeliesblog.wordpress.com/2 ... e-omnibus/
Yes - sorry I got sidetracked. I will add another page with explanations of the different endeavours.
I am (not surprisingly) using them in my current campaign. They work really well for us - it makes all those side quests really easy to handle (let's find out what this potion does, I would like to seek out someone to teach me this skill, I would like to track down some info on this subject).
I almost always give 3 endeavors between each adventure. And one adventure is 2-4 sessions.
Um, isn't this just the system from warhammer quest? i mean don't get me wrong i adapted it to 2nd because it's a fun system, but that's what it really is when all's said and done.CapnZapp wrote: ↑Tue Jan 15, 2019 2:51 am Just adding that the idea is to have an Endeavours phase between every adventure, and to limit the number to 3 even if that downtime is longer than three weeks.
Central to the concept is also the random events that not only provide spice (inspiration) on what your character is doing during downtime, but also frequently eats up some of your precious endeavours. Meaning life isn't supposed to be a clean, deterministic way to commission that Hochland Long Rifle you've had eyes on and couldn't find for sale anywhere. It's also the thing that strikes your horse with sickness, or places your buddy in jail, or something else that prevents you from spending the time and effort needed to actually get your hands on that Rifle in time for the next adventure.