Grammarsalad / EE_Crafting

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Camping Notes #18

Open Grammarsalad opened 2 years ago

Grammarsalad commented 2 years ago

Co-opt the resting system, require rations in order to rest.

Revised Camping

Camping is revised in the following ways:

Camping Activities

Implementation

Grammarsalad commented 2 years ago

https://www.gmbinder.com/share/-L1jAIinX69_0jLPAO2x/-L5clrmLxWPR9mBB89eZ/source

Grammarsalad commented 2 years ago

The Wilderness

No one in Dungeons and Dragons travels into the wilderness lightly. There are griffons and owlbears and goblins and ghosts and territorial elves and all other manner of creatures in the wilds who will be happy to relieve you of your life and treasure, not to mention the ever present threat of death from exposure and starvation.

Food & Water

While adventuring you need to eat and drink, but keeping track of every pound of food and every liter of water individually is not what you came to do. However, it is a part of role playing that can provide excellent moments for story telling and plot development. Therefore food and water is combined in an easy to keep track of item: Rations. One ration provides food and water for all party members for one day. Rations are easy to keep track off: One ration weighs 2 lbs per party member and costs 5sp per party member. Normal rations never go off. Rations are bought before going into the wilderness.

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Resting

The wilderness is dangerous and the PCs are taking their lives into their own hands when they venture out into it. In civilization access to medicine, soft beds, apothecaries to provide spell components, and taverns to restore morale are assumed, but in the wilderness to get the benefits of long rest the characters will have to do more work. When taking a long rest the characters go through a check list of roles and tasks:

1. The Camp Master

The campmaster is responsible for finding a suitable spot to take a long rest. Long rests cannot be taken just anywhere. If there is no safe space, the party might not be able to take a long rest. The Camp Master can do a Nature check to see if they can find a suitable resting spot.

The difficulty of finding this spot successfully and leading the party to this spot without leaving too many tracks depends on the environment. Before rolling a Nature check the player can explain to the game master what kind of resting spot they are looking for.

Wearing armor while sleeping

To receive the benefits of a long rest a character needs proficiency in the armor that they are wearing while sleeping.

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2. Fire Keeper

The Fire Keeper is responsible for creating the campfire. Fire is not always necessary for a successful long rest, but when the weather is cold a campfire is required to gain the benefits of a long rest. A campfire has upsides and downsides. On the one hand, a campfire provides vision and allows characters to cook their food which provides extra benefits. On the other, a campfire might increase the visibility of the party. A firekeeper has the following options:

3. The Forager / Hunter / Cook

The forager/hunter is responsible for providing food for the party. They have the following options:

If the PCs find some way to take civilization with them (for instance by buying a tent or by using magic), long rests might come with extra benefits.

4. Setting up Security

This task is done by party collectively. What kind of security measures are set up by the characters is up to the players and is not subject to a standard set of rules. Security measures should be adjusted based on the kind of environment the players are in and what kind of monsters they expect to encounter.

5. The Watch

This task is done by all people. If the weather is cold, the watch needs to stay near the campfire, but otherwise they may take some distance from the party if they wish to stay hidden.

When resting, adventurers often let loose a little and tell their life stories to each other. Bonds are not only forged in battle, but also around the campfire.

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Short Rest

In contrast to long rests, short rests don't require any specific preparation. However, some preparation is always recommended. Short rests still require a full hour to be effective.

Sleeping & Eating

Taking a long rest is not required, but characters still require daily sleep and sustenance. A character can go 1 + their Constitution modifier days (minimum of 1 day) without rations before they get an automatic level of exhaustion. When they go without sleep or meditation for 1 day, they get 1 level of exhaustion.

Light Activities

During a long rest, light activities such as copying spells into a spellbook are possible, granted that an adequate light source is available for said activity.

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Exhaustion

The rules of exhaustion are not changed, but are repeated here for reference. The effects of exhaustion stack. Finishing a long rest reduces a creature's exhaustion level by 1 Exhaustion level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

<img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:250px; right:0px; width:400px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:250px; right:0px; width:400px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:250px; right:0px; width:400px; transform:rotate(270deg);' />

<img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:260px; right:240px; width:400px; transform:rotate(260deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:260px; right:240px; width:400px; transform:rotate(260deg);' />

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Traveling


The most important part of wilderness expeditions that most adventurers ignore to their peril is planning the journey.

The Jobs

Once the party is in the wild, there are three jobs that must be filled. The difficulty for each roll is based on the terrain the players traverse. If you have an accurate map, you have advantage on your survival check.

Rangers

The Natural Explorer feature of the ranger is modified under these rules. Now, instead of preventing the party from being lost and doubling the amount of food foraged, it simply means that the ranger automatically succeeds with whatever role he or she takes during the journey. Alternately, the ranger may choose to roll with advantage to try for a better than average result.

The Trailblazer

The trailblazer makes a Nature check to successfully navigate the terrain and make sure the party gets to where it's going.

The Quartermaster

The provisioner checks with if the party has enough rations for their journey and discusses with the party what specific items, clothing and equipment they might need for their wilderness travels. They may also make a Survival check to forage and hunt for additional food along the way.

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The Scout

The scout makes a Perception check to watch for danger during the journey.

Using the wilderness

The wilderness is a source of amazing resources. Characters can gather these resources to either sell when they are back in civilization or create their own items with them.

Hunting, Foraging & Other Activities

In order to increase rations, characters can choose to make a Nature check to spend extra time on hunting and foraging. Any creatures found or killed while hunting can be harvested for parts according to the rules in the Wilderness Survival Guide (pg. 3).


Characters can also spend extra time to collect resources. They can decide to extend their journey or extend their long rest to do this. For inspiration see the rules in The Wilderness Survival Guide.

Creating items

Players can create their own items! Read The Wilderness Survival Guide for inspiration:

<img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:160px; right:250px; height:900px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:160px; right:250px; height:900px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:160px; right:250px; height:900px; transform:rotate(270deg);' />

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Weather

A part of Dungeons and Dragons that is often forgotten is the weather, but it can have a real impact on the lives the adventurers and the monsters they encounter. If you travel into the wilderness unprepaired there could be severe consequences.

Predictable

The weather usually behaves in predictable ways, so the characters can try to predict the weather with a Nature check. The weather is tied to the climate of the area, so the weather in arctic will be noticably different from the weather in the tropics. Additionally, weather will change over the four seasons, so plan accordingly.

##### Extreme Weather Conditions | Type | Effects | |:-------|-| | Arctic Cold & Unbearable Heat | **-** When you spend a day outside in the arctic cold or unbearable heat make a DC 10 Constitution saving throw or gain 1 level of exhaustion. This excludes days of long distance travel. | | Strong Wind | **-** In strong wind effective weapon range is reduced by 20%.
**-** Because flying is difficult during strong winds, all medium (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.| | Gale | **-** During a gale, effective weapon range is reduced by 35%.
**-** The loudness of the wind causes disadvantage on all Perception checks that rely on hearing.
**-** Because flying is extremely difficult during a gale, all large (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.
**-** During a gale in the desert, there is a chance of a sandstorm. | | Storm | **-** During storms, effective weapon range is reduced by 50%.
**-** The loudness of the wind causes disadvantage on all Perception checks that rely on hearing.
**-** Because flying is almost impossible during storms, all large (and smaller) sized creatures must either land at the end of their turn, or make a Dexterity or Strength saving throw or fall from the sky.
**-** Any open flames are extinguished by the wind.| | Blizzard or Thunderstorm| **-** In addition to the effects of a normal storm, a blizzards and thunderstorm reduce normal vision to 40 feet.
**-** Perception checks that rely on sight have disadvantage.| | Rain or Snow | **-** During rain or snow effective weapon range is reduced by 25%.
**-** Normal vision is not significantly reduced.| | Heavy Rain, Snow or Hail |**-** During heavy rain, snow or hail effective weapon range is reduced by 50%.
**-** Any open flames are extinguished by the rain and snow.
**-** Heavy rain causes disadvantage on Perception checks that rely on hearing and/or sight.
**-** Normal vision is reduced to 60 feet.| | Sandstorm | **-** During a sandstorm, normal vision is reduced to 5 feet.
**-** Any open flames are extinguished by the sand.
**-** The sand also causes disadvantage on Perception checks that rely on sight. | | Fog | **-** During fog normal vision is reduced to 15 feet.
**-** The fog also causes disadvantage on Perception checks that rely on sight. |

Be prepared

The effects in the 'Extreme Weather Conditions' are not exhaustive. For example, heavy rain can cause creatures to become soaked, which makes lighting based attacks more effective. When in doubt about the effects, ask your game master.


The downside of most effects can be negated by proper preparation. For instance, wearing sand goggles during a sandstorm increases normal vision up to 30 feet. Prepare with the proper equipment before going out in the wilderness. Be creative!

<img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:0px; right:200px; width:375px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:0px; right:200px; width:375px; transform:rotate(270deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:0px; right:200px; width:375px; transform:rotate(270deg);' />

<img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:-0px; right:340px; width:200px; transform:rotate(180deg);' /> <img src='https://i.imgur.com/i7WGUpj.png' style='position:absolute; bottom:-0px; right:340px; width:200px; transform:rotate(180deg);' />

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Grammarsalad commented 2 years ago

SHORT R E ST A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. LONG R E ST A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.