- Magic in OD&D for creating water and food or teleporting long distances doesn't appear until *after* many sessions of wilderness exploration;
- Details on handling hirelings are right there next to the character classes, before you even get to the equipment or spell lists.
... now with 35% more arrogance!
Saturday, September 3, 2011
Encouraging Logistical Problem-Solving
There's a post on The Alexandrian blog on subtle shifts in D&D over time. Consider it a must-read! Points I thought were important, because they tell us something specific about OD&D:
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This immediately reminded me of my house-rule of cooking a meal instead of eating cold rations for a chance to heal 1 hp, and the similar rule of letting music or entertainment healing a point through a simple morale boost.
ReplyDeleteWow, I missed that one. Bravo. I've long wanted to some how mimic the safe camaraderie of the campsite, not just handwave it as a healing break, this could get me there. Make cooking something to do, make having an instrument worthwhile. Thanks.
Might it not be mechanically easier to work by *exception*.
ReplyDeletePerhaps add every element missing from how "real" adventurers would camp as a % of having a disasterous night's sleep. Also add the previous night, if it was no better
e.g.
No fire
No entertainment
No hot food
No real bedding
No religious observances
=5% of a bad night.
Was the last night like that also? 10%
And then a random table with consequences affecting healing, hitting, casting etc.