When the GM tracks time in weeksmonths, or years, you are playing in downtime. This timescale is appropriate when the heroes aren't adventuring. A hero's long-term projects take place during downtime.

Low Stakes: In downtime, the heroes are generally not in danger. They spend time with loved ones, take care of mundane business, and pursue their personal goals. The consequences of failure usually take the form of lost money or opportunities.

Loose Structure: In downtime, the GM most often addresses the heroes as a group. There is no strict turn structure.

Retraining: In downtime, you can buy one or more feats, sell back one or more feats, or both (see Feat Basics). At the GM's discretion, you can also switch out your known spells or reassign your skill boosts.

Transitioning to Adventure or Combat Time: Downtime ends when the heroes are no longer in a place of safety. This can happen when they embark on an adventure, but it can also happen when a place the heroes thought was safe is no longer so.

The scope and consequences of the heroes' actions should match the timescale being used. For instance, a single Intellect test might cover hours of research or years of study, depending on if you are playing in adventure time or downtime. Success at the former might reveal a handful of important facts, whereas success at the latter might unlock new allies, valuable resources, and adventures.