Following in the tracks of last post, I set the bearings for
a gameplay experience that accounts for resource depletion and ended up
slapping together an inventory system, acting, like I said, simultaneously both
as cause and consequence to this design choice.
Now, riffing on my own fuzz, it led me to reflect on certain
unavoidable routines inherent to what I proposed - namely, the most mundane and
repeatable depletion of all: provisions of food and water and the effects of
the lack thereof.
For characters that are wont to do some travelling, it’s
pretty unavoidable. Even whole fights might go by where luck and pluck dictate
that no hit-points are lost, but food & water are pretty near the taxes of
an old school exploration game: they’re as certain as death.
So I went looking at what the official books had to say on
the matter. Once again, it’s proven that 5ed’s idea of realism is akin to a
distant celebratory rifle shot fired up from the back of a speeding limo,
barely even hoping to graze the broadest side of the concept. I understood this
to be deliberate and there was at least the system of Exhaustion that I found
interesting and decided to preserve.
From the basis of underwhelmed dismay at what I had read, it
followed that I should go on looking for something better. The low-set bar
pretty much condemned me to succeed.
It came in the shape of a semi-serialized string of blog
posts by Eric Diaz, from the blog Methods & Madness.
Here, yes, things get a treatment that is much more
relatable, thought-out and apt to see table play. His input towards unifying
the systems and hammering them into a cohese rule feels perfect and totally in
line with the level of grit I’m looking for. I set about dialling the lawyer,
‘cause I was about to commit some grand theft.
He first tackles the problem here and
then extends it to a broader approach here.
I can’t recommend Eric's blog enough, it is a goldmine that follows the grain
for the sort of approach that I intend to take with my campaign.
Standardized timings for checking starvation/dehydration,
good interface with the exhaustion mechanic, it’s all there, really. The
spinning off into sleep deprivation and disease are equally nice.
I did the merest of adjustments (starvation checked every
three days, instead of the mnemonic-friendly week) and here’s what I’m going to
go with:
- Starvation, Dehydration, Exposure and
Suffocation
Characters who spend more than three days without food,
one day without water, one hour under extreme weather exposure without adequate
clothing or one minute without air suffer two levels of exhaustion
(see appendix A). This is repeated for each of the described periods (DC 15
Constitution saving throw to halve this effect).
Exhaustion caused by suffocation lasts until the
character takes a Breather, exhaustion caused by lack of food or water can’t be
removed until the character spends a day eating (or drinking) the full required
amount.
Mind you, this is almost strict paraphrase. The hack is just
that good.
What was left was the concern for the space taken up by
provisions. It might seem like two whole slots of provisions (one for food, one
for water) per day out of a total of twenty could be a tad on the punishing
side, but I'll be sticking with it for now, since all I did was streamline
things to fit the pattern: knowing that two slots translate to roughly 10
pounds, and confronting this with the fact that the (roughly) realistic totals
for one day of water would account for nearly ten pounds on its own while food
would be closer to three/four pounds to the day. This might be slimmed down to
1/3 slot for food in the shape of special rations, but that is about as much
rope as I’m willing to give the matter.
One place where complexity rears its ugly head is in
accounting for characters of small size. You’ll recall that I gave them only 15
slots to work with in the Inventory sheet, which means it would only be fair
that they should waste less of what they’ve got on rations and drink but I’m
simply not going there just now.
Besides, the option for going on half-rations exists to be a
viable tactical choice, not strictly a last resort. For more than that, any
sensible party ought to acquire a beast of burden.
Thanks for the kind words!
ResponderEliminarYou're nought but welcome, friendly tardigrade.
ResponderEliminarThinking that this post kind of begs for recycling into the series that I've unwisely begun (Ugh, and some reformatting, too...).