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Post by strangebrew on Oct 5, 2015 23:38:10 GMT -6
I know there are a few threads about wilderness exploration, Outdoor Survival, etc., but I'm specifically interested in starvation and dehydration. How does anyone handle this? I don't remember any specific OD&D rules, did I miss something?
I'd like something simple. For example, all ability scores drop by one per day of starvation or dehydration, or reduced by 2 if both apply. Once a character's score goes below 3, the character is no longer capable of actions (becomes too weak, stiff, tired, confused, etc). Once a score goes hits 0, the character dies.
Any thoughts or other ideas?
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Post by tetramorph on Oct 6, 2015 5:54:44 GMT -6
You might want to reach out to austinjimm for this. He has ruled up a great intigration of the OS life level chart for just this. I myself like to keep things simple. I would probably roll 1d6 against HP per day without food. 3d6 per day without water. I can be too nice sometimes. I would probably also allow a save for half damage. And if they died, I would probably allow them to save against adversity. I would just want them scared and looking for food and water. I prefer more interesting ways to kill them! ???? As they started losing HP, I would count that as fatigue and have it penalize their move allowance. My 2cp. Thanks for the thread.
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Post by coffee on Oct 6, 2015 7:32:39 GMT -6
Now you mention it, I think a save vs. Adversity would fit from the start. Failed your save? Take 2d6. Made it? Great! (Alternatively: Made it? 1d6.)
This is for each full day of movement/travelling without water (double all dice in desert conditions). Food is much less critical, although it will start to have an effect after a couple of days.
There are my two coppers.
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mindcontrolsquid
Level 4 Theurgist
"There is a fifth dimension beyond that which is known to man..."
Posts: 118
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Post by mindcontrolsquid on Oct 6, 2015 7:44:18 GMT -6
I remember once scouring the web for rules on starvation/thirst in OD&D and came across something from waysoftheearth on a DD forum here.I hope he doesn't mind me posting it...
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Post by scottyg on Oct 6, 2015 10:56:56 GMT -6
I think that every time I've had a group lost there has been a cleric there who could create food and water, so it's never come up.
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Post by howandwhy99 on Oct 6, 2015 20:30:10 GMT -6
Outdoor Survival rules are required by OD&D. That game's rules has Water & Food Indexes for tracking those needs. The rules appear simple at first, but can get rather complex.
Use their yellow card and track days of water and/or food missed. At certain points on that card Life Levels will be lost. Lose enough and a creature loses their life.
Loss of Life Levels in OS results in moving slower. I'd add in other effects for OD&D due to their loss too. Like those combat fatigue penalties, work load capable of in a day, etc. If you like AD&D think about throwing in Insanity rules too. I'd even go so far to have my players pick their own characters predilections for those.
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Post by aldarron on Oct 7, 2015 8:48:08 GMT -6
Outdoor Survival rules are required by OD&D. That game's rules has Water & Food Indexes for tracking those needs. The rules appear simple at first, but can get rather complex. Use their yellow card and track days of water and/or food missed. At certain points on that card Life Levels will be lost. Lose enough and a creature loses their life. Loss of Life Levels in OS results in moving slower. I'd add in other effects for OD&D due to their loss too. Like those combat fatigue penalties, work load capable of in a day, etc. If you like AD&D think about throwing in Insanity rules too. I'd even go so far to have my players pick their own characters predilections for those. Yep. I have a table in CoZ that adapts the OS cards to reductions in movement and HP.
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Post by Porphyre on Oct 7, 2015 10:39:59 GMT -6
If you like AD&D think about throwing in Insanity rules too. I'd even go so far to have my players pick their own characters predilections for those. You mean this kind of insanity ?
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spacelem
Level 1 Medium
Green haired rodent
Posts: 23
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Post by spacelem on Oct 8, 2015 11:30:39 GMT -6
I handle it using the whole 3 weeks without food / 3 days without water / 3 minutes without air rule. This matches up quite nicely with how Con is 3d6.
After 1 unit of time (weeks without food etc), take 1d6 con damage, and on average people will survive 3 time units. People with a high Con will survive longer (not too long, even the most hardened survivalist with 18 Con who is lucky and rolls 1 repeatedly will die after 18 time units).
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 11, 2015 18:05:49 GMT -6
While for a d&d 1st edition, the Wilderness Survival Guide has rules starting on pg 50 for lack of water and/or food. For water you can go 3 days before adverse effects, modified by things such as activaty level, food that has water, etc. and going with out food.
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Post by aesdana on Oct 13, 2015 11:29:55 GMT -6
I handle it using the whole 3 weeks without food / 3 days without water / 3 minutes without air rule. This matches up quite nicely with how Con is 3d6. After 1 unit of time (weeks without food etc), take 1d6 con damage, and on average people will survive 3 time units. People with a high Con will survive longer (not too long, even the most hardened survivalist with 18 Con who is lucky and rolls 1 repeatedly will die after 18 time units). To have a good rule (more 'realistic') and simple as well, you could just roll 1d6 twice (at the first 2 time units) and then add 6 at the other time units : this way, even with 18 consitution you could just survive at most 5 time units : simple and more realistic than 18 days without water.
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Post by strangebrew on Oct 14, 2015 0:14:32 GMT -6
I handle it using the whole 3 weeks without food / 3 days without water / 3 minutes without air rule. This matches up quite nicely with how Con is 3d6. After 1 unit of time (weeks without food etc), take 1d6 con damage, and on average people will survive 3 time units. People with a high Con will survive longer (not too long, even the most hardened survivalist with 18 Con who is lucky and rolls 1 repeatedly will die after 18 time units). I like this idea quite a bit. I really wanted something that wasn't just hit point damage, something that affected the ability scores more directly. I think I'll use this, but apply the damage to all of the ability scores (perhaps rolling individually for each score), and keep my idea of any score less than 3 resulting in incapacitation and a score of 0 meaning death. I really like the idea of having thirst/hunger affect a character mentally as well as physically, and that a fighter with 18 constitution and 3 wisdom would lose his cognition and wander off or go a bit mad. Likewise holding one's breath is as much a mental thing as a physical one, with a 1 or 2 resulting in panic and a 0 ending in drowning.
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