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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:
  • 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.
In the comments, Hudax suggests that players complain about restrictions and want to get rid of them, but latch onto rewards. 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. Perhaps more logistics problems need to be converted into rewards? Torches practically have a reward already (using them as weapons, clearing webs, or throwing them to light up an area without entering it.) Perhaps they can be encouraged by including more webbed corridors and making treasure invisible to infravision?

2 comments:

  1. 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.

    Wow, 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.

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  2. Might it not be mechanically easier to work by *exception*.

    Perhaps 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.

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