Universal Downtime Engine
A robust, highly configurable Downtime and Learning Manager for Foundry VTT. This module integrates seamlessly into the Tidy5e character sheet and utilizes native D&D 5e Activities to provide a modern, automated system for tracking training, masteries, and custom downtime projects.
Whether your players are learning a new language, training a feat, or mastering a tool proficiency, this engine handles time management, cost calculation, and progress tracking automatically.
🌟 Key Features
For the Game Master
- Native D&D 5e Integration: Projects are represented as Items with dedicated Activities for training.
- Intuitive Configuration UI: Manage scaling matrices, learning rates, and tutelage modifiers directly in Foundry through a user-friendly settings panel.
- Custom Tutelage Matrix: Define effectiveness and costs for different teachers (e.g., Self-Taught, Amateur, Professional).
- Project Library & Dynamic Rewards: Pre-define standard projects and attach UUIDs to auto-grant Items or Active Effects upon completion.
- Requirement System: Set attribute or skill-based conditions (e.g.,
@abilities.int.value >= 13) for project participation. - Party Time Management: A dedicated "Group Learning" tab on Party/Group actors for distributing time and tracking all party members' progress at once.
For the Players
- Native Tidy5e Integration: A dedicated "Time Bank" footer in the Features tab for managing available downtime.
- Activity-Based Training: Use standard item activities to spend downtime. Training is as simple as clicking an activity on your character sheet.
- Auto-Spend: Optionally enable "Auto-spend granted time" in User Preferences to automatically apply downtime rewards from the GM to your active project.
- Dynamic Progress Tracking: Project items update automatically to show current progress, active instructors, and remaining requirements.
- Teacher & Book Discovery: Automatically detects nearby tokens acting as instructors or books in inventory that grant bonuses.
👥 Party Management & Time Distribution
While players manage their own projects, the Game Master can oversee the entire party and distribute training time through the Group Learning tab on any Group/Party actor.
- Batch Distribution: GMs can open the "Distribute Time" dialog to add (or deduct) time from multiple players simultaneously.
- Party-Wide Overview: See every character's active projects, current progress, and time bank status in a single unified view.
- Manual Overrides: GMs can manually adjust progress or targets for any character's project directly from this tab.
🎲 Training Mechanics
The engine supports three primary ways to resolve training, configurable per project or globally:
- Direct Resolution: Progress is gained at a 1:1 ratio with time spent.
- Roll Resolution: Standard d20-based checks using a configurable formula (e.g.,
1d20 + @abilities.int.mod + @tutelage). - Mathematical (Bulk) Resolution: For large blocks of time, the engine can use a statistical formula to calculate the expected progress, maintaining mathematical fairness without rolling dozens of dice.
Bulk vs. Separate Resolution
When spending a "Bulk" time unit (like a Day composed of multiple Hours), players can choose:
- Bulk: A single roll (or calculation) for the entire block.
- Separate: Multiple individual rolls summarized into a single clean chat message.
👨🏫 Tutelage & Guidance
Progress isn't just about time; it's about who is teaching you.
- Instructors: The module automatically scans configured "Teacher Compendiums" and world actors for eligible instructors.
- Books: Items in your inventory can provide "Tutelage" modifiers if they match configured criteria.
- Cost Calculation: Better teachers might yield more progress but cost more currency per hour.
🛠️ In-Game Configuration
1. Module Settings
Configure global rules, default DC, critical success behavior, and your custom "Time Units" (e.g., Hour = 1, Day = 10, Week = 70).
2. Project Setup (Item Sheet)
Any Item can be turned into a "Learning Project." Configure its target goal, requirements, and completion rewards.
- Auto-grant Rewards: Automatically grant an Item or Active Effect upon completion.
- Follow-up Projects: Link projects together to create training paths.