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Post by hamurai on Oct 13, 2022 23:42:49 GMT -6
Interesting ideas! Maybe a ranger type PC could alter the result of that die by +1/-1
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Post by retrorob on Oct 14, 2022 6:01:59 GMT -6
I do it similarly. IMC, a chance for a wandering monster meeting per terrain type given in OD&D is a chance of random adventure (encounter). The basic logic is, that the chance is higher in the mountainous/swampy area. 1 is Natural Hazard (weather breakdown & disasters, lose 1d3 Movement Points), 2-3 Wandering Monster, 4-6 personal (various ideas here - lose food and/or water, lose life energy level/constitution/hit points, etc.).
Giving a Ranger some bonus is a good idea.
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Post by robertsconley on Oct 14, 2022 13:08:06 GMT -6
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Post by hamurai on Oct 15, 2022 0:57:10 GMT -6
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Deleted
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Post by Deleted on Oct 15, 2022 1:02:35 GMT -6
I do too, at tapatalk. That is weird, what has tapatalk got to do with myfreeforum.org?
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Post by Starbeard on Oct 15, 2022 9:30:22 GMT -6
It's a redirection. It looks like MFF was bought by Tapatalk in 2017, so all myfreeforum.org address redirect to tapatalk.com addresses.
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Post by robertsconley on Oct 15, 2022 19:35:34 GMT -6
Updated the links with the correct one from the internet archive.
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Post by hamurai on Oct 16, 2022 22:46:02 GMT -6
Yep, now it's working. Thank you.
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Post by retrorob on Oct 17, 2022 1:13:19 GMT -6
It seems that only page #1 was archived.
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Post by Malchor on Nov 9, 2022 19:56:15 GMT -6
A few of interesting differences between Outdoor Survival and OD&D. While some of these are just semantics, it is odd to change terminology when referring to the rules in another game. - U&W, p. 15, mentions "buildings are towns," which are actually called bases in Outdoor Survival.
- U&W, p. 16, under movement, Man on foot can move 3 hex. In Outdoor Survival, all movement is on foot and number of points you can spend to move are based on your condition with a rating from A with 6 points to spend, to O with zero (L to O all over 0 points).
- U&W, p. 17, mentions "All terrain penalties are as stated in OUTDOOR SURVIVAL" then goes on to mention values with some that are different. It should be noted Outdoor Survival has a cost to enter a hex baed on the terrain in that hex. Here is a comparison:
| U&W (movement cost per hex | Outdoor Survival (Movement Points it costs to enter a hex) | Clear Terrain | not mentioned | 1 | Woods | 2 | 2 | Desert | 2 | 2 | Mountains | 3 | 3 | Swamps | 3 | 4 | Rivers | 3 | 3 | Tracks through mountainous terrain | 2 | 1 | Tracks through woods or swamps | 0 | 1 | Ford across a river | not mentioned | 1 |
- U&W, p. 17, uses "tracks" while Outdoor Survival uses "trails."
- U&W, p. 17, "Scale: Assume the greatest distance across a hex is about 5 miles." This one has a couple of changes, first in Outdoor Survival "each hexagon on the mapboard represents a width of five kilometers (three miles)." Second, "greatest distance across a hex" is an odd way to measure when using hexes. A hex is usually measured across from flat side to the one across, which is not the "greatest distance" that would be from corner to opposite corner which is useless since you do not move in that direction, you move along the flat sides. In reality, in most cases, the actual distance is from center of a hex to center of the next hex—which is the same as from flat side to the flat side across from it. This one really stands out and is surprising to see.
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Post by Harbinger on Nov 21, 2022 20:36:59 GMT -6
The thing I like most from Outdoor Survival that unfortunately didn't make it into later D&D is OD&D used their rules for becoming lost:
"Lost Parties: There is a chance of being lost, the chance depending on the type of terrain the party begins its turn upon. A lost party must move in the direction indicated by the die roll (1-6, as shown in the OUTDOOR SURVIVAL rules and on that board) and may make only one direction change from that direction. When exploring the referee should indicate which direction the party is lost in."
So the procedure for becoming lost is that the DM rolls at the start of the day, and if the players are lost, they move in a randomly determined direction, with only one 'hex face' turn allowed. I also force them to move their full movement for the day, which is part of the Outdoor Survival rules, but not mentioned in OD&D.
I feel this procedure is so much simpler than the later rules that required the DM to keep it secret that the players were traveling in the wrong direction and mentally rotate everything they are telling them.
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Post by Starbeard on Nov 21, 2022 22:24:20 GMT -6
The simple gamey rules for getting lost are a great part of OS. At the daylong turn scale, there's no real point in hiding the outcome from the players most of the time.
The method I've definitely settled on in the last OD&D overland game I ran is to use each of the OS scenarios (plus one or two custom scenarios) as the general travel rules for different varieties of play: lost, prepared exploration, aimless exploration, pursuit & evasion, travel through settled lands, etc.
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Post by tombowings on Nov 21, 2022 22:43:05 GMT -6
So the procedure for becoming lost is that the DM rolls at the start of the day, and if the players are lost, they move in a randomly determined direction, with only one 'hex face' turn allowed. I also force them to move their full movement for the day, which is part of the Outdoor Survival rules, but not mentioned in OD&D. I feel this procedure is so much simpler than the later rules that required the DM to keep it secret that the players were traveling in the wrong direction and mentally rotate everything they are telling them. This is what I've started to do. Though I didn't know it had originated with Outdoor Survival. Fascinating.
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Post by Mushgnome on Nov 22, 2022 8:28:53 GMT -6
One particularly brutal aspect of Outdoor Survival is this: In the beginner/starter scenario "Lost" you must end your move in a hex to harvest that hex's resources. You can't eat/drink if you're just passing through. So if you are 4 hexes away from water and have 6 hexes movement rate, you overshoot the watering hole by 2 hexes and die of thirst! Your only hope of survival is to sit around doing nothing, until you're just thirsty enough that your movement rate drops to 4 hexes. (And then hope you don't get lost.)
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Post by Starbeard on Nov 22, 2022 9:21:20 GMT -6
One particularly brutal aspect of Outdoor Survival is this: In the beginner/starter scenario "Lost" you must end your move in a hex to harvest that hex's resources. You can't eat/drink if you're just passing through. So if you are 4 hexes away from water and have 6 hexes movement rate, you overshoot the watering hole by 2 hexes and die of thirst! Your only hope of survival is to sit around doing nothing, until you're just thirsty enough that your movement rate drops to 4 hexes. (And then hope you don't get lost.) Absolutely! I actually really like this rule. It gives an abstract simulation for, well, being lost and not knowing what resources are around you, and in a D&D context imparts a strong incentive to bring rations.
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Post by Mushgnome on Dec 7, 2022 10:06:22 GMT -6
Hey so I crunched some numbers, deconstructing the Outdoor Survival wilderness encounter tables.
First you roll 1d6 to select the sub-table (1=natural hazard, 2-3=animal/insect 4-6=personal elements) and then you roll 1d6 on the sub-table. This gives 36 possible results. Each natural hazard has 1-in-36 odds, animal/insect 2-in-36, and personal elements 3-in-36.
My discovery: Four of the five Outdoor Survival scenarios share the same base odds of a positive vs. negative outcome. (The outlier is the "Search" scenario; let's ignore that for the moment.) These basic odds are:
6-in-36 (16.7%) party gains resources 20-in-36 (55.6%) party loses resources 10-in-36 (27.8%) no encounter
tl;dr I propose it can all be streamlined to a single 1d6 roll: 1-3 something bad happens; 4-5 no encounter; 6 something good happens.
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Post by Mushgnome on Dec 10, 2022 11:53:06 GMT -6
I mentioned the Search scenario is the outlier: it has the most favorable wilderness encounter tables, simulating an experienced search & rescue team with the right equipment. The odds are 10-in-36 something good, 15-in-36 something bad, and 11-in-36 no encounter. For a D&D party, I think you'd want to use this one, it being the most favorable scenario.
If we translate it from three d6 tables to a single d36 table, it looks kind of like this:
d36 1-3 Lose 1 life level 4-5 Lose 2 water 6-8 Lose 1 water 9-13 Lose 1 food 14 Remain stationary 2 turns 15 Remain stationary 1 turn 16-26 No encounter 27-31 Gain 1 food 32-36 Gain 1 water
A final comment is that, in Outdoor Survival, a wilderness encounter occurs on a roll of 5-6. So you have a 33% chance of a wilderness encounter, but then you have a 30% of rolling no encounter on the encounter table. It's a weird mechanic for sure. I think it would be more elegant to combine all three d6 rolls to a single d% roll, like this:
d100 1-3 Lose 1 life level 4-5 Lose 2 water 6-8 Lose 1 water 9-13 Lose 1 food 14 Remain stationary 2 turns 15 Remain stationary 1 turn 16-89 No encounter 90-95 Gain 1 food 96-100 Gain 1 water
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