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So this might seem like a dumb question but I've been to lodges all over the country and have seen weirder house rules simply because it wasn't specifically addressed:
I feel like downtime activities should only be completed between adventures and that this should be clarified in the Guide to Organized Play.
There are already scenarios with "travel time" that could be taken as time to complete certain 1 day activities, such as transferring runes. It should be assumed that players can't be taking downtime activities during these moments, even if their characters could conceivably perform their downtime activity.
If I'm mistaken, please tell me. It should be obvious, but certain people tend to have a loose interpretation of the rules that require specific caveats to prevent exploits like this.

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Most of the downtime activities (crafting, earn income, etc,) require you to be in a relatively stable setting, not traveling. Traveling is usually "exploration mode)
Certainly I would not say *no* downtime actions can happen during game. (After all shopping is a downtime action, but there is often explicit time for shopping in scenarios.) But certainly the big three (crafting, earn income, retraining) should only happen during the post adventure "downtime"

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With regards to rune transferring, the recently updated Society Guide to Play has this to say:
Creating and Transferring Runes
The Society has a specialist at the Grand Lodge who can apply or swap out runes for agents of the Pathfinder Society in good standing. This service is free, and requires no check, but is generally only available before boons are slotted or once the adventure is complete, not during the middle of an adventure.

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With regards to rune transferring, the recently updated Society Guide to Play has this to say:
Quote:Creating and Transferring Runes
The Society has a specialist at the Grand Lodge who can apply or swap out runes for agents of the Pathfinder Society in good standing. This service is free, and requires no check, but is generally only available before boons are slotted or once the adventure is complete, not during the middle of an adventure.
This doesn't address the ability of characters do this if the adventure has extended amounts of time to doing the crafting necessary to transfer runes during the adventure. What if this is done would it affect downtime at the end of the adventure.
But if it doesn't effect downtime, that character is getting a bonus and an illegal enrichment by exploiting a loophole in the rules.

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It should also be noted that, while not currently legal, the Crystal Keeper archetype let's you transfer runes as an exploration activity. It's probably not a big deal, since players are assumed to get everything they've legally purchased at the end of a scenario returned to them...but theoretically a Crystal Keeper could transfer a rune they own to another PC and then die before the end of the adventure...