Grammarsalad/EE_Crafting

Camping Readme

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Do a camping system that is influenced by Survival (and/or a possible cooking skill???)

Disable resting in most areas (similar to how you are interrupted when resting in town areas).

Special Ability (as part of the general proficiencies special ability) to create a campfire in certain areas. This allows rest in that area. Other materials can be used to increase healing, give special bonuses, create magic items(?), etc. These activities cannot be performed indefinitely, and require materials that can be bought or found via adventuring. In addition, camping in the wilderness requires rations. [Check other camping systems for inspiration]. Camping in the wilderness is limited by supplies, but a ranger, barbarian or character with the survival proficiency can stretch rations farther than normal allowing the party to camp more often in the wilderness.

Rest Types

An optional component will introduce the possibility of the Short Rest, allowing characters to take a 'breather' even in relatively dangerous areas, but which does not allow for full recovery as a normal rest.

Short Rest

A short rest allows characters to regain hit points, fatigue and in some cases, a few spells. A Short Rest does run some risk of interruption, and it cannot be undertaken when enemies are nearby. Roles still apply to a short rest, but are typically less beneficial than during a long (i.e. 'normal') rest. Short rests do require rations, and a player can take a maximum of 3 short rests in a 24 hour period.

Recovery hit points during a short rest: All characters gain a recovery die at first level, and for every 3 levels they attain. The size of the die is equal to their class Hit Die. So, a 4th level cleric will have 2d8 recovery dice, while a 10th level fighter will have 4d10 recovery die. A character can use as many of their recovery die as they wish, though once used, they cannot use any more recovery die until they have had a full rest.

Recovering fatigue during a short rest: A character can recover 1 fatigue per short rest, plus 1 fatigue per recovery die they spend.

Recovering spells during a short rest: A spellcaster can use a recovery die to recover a missing spell. They can recover a number of spells (up to the maximum they can cast) equal to the number of recover die they spend in this way. A caster cannot recover both hit points and spells in this way.

Long Rest

A long rest CONTINUE

Roles

Each character can be assigned exactly one role, which will affect what happens when camping (by setting and checking internal variables before resting). Characters with particular classes, skills or proficiencies are especially adept at certain roles, and provide more or special bonuses when assigned to those roles. The roles are as followers:

  • Heal: This character will bandage wounds, apply poultices, etc. to help them heal more quickly and efficiently. Requires healing kit. This role can be performed when resting at an inn or the wilderness.
  • Maintain equipment: This character spends time maintaining weapons and armor. They will attempt to repair any broken or damaged equipment in their inventory, and will have a chance to increase the efficiency of equipment in their care for a short time. Any bonuses are non-magical, however. Requires maintenance kit. This role can be performed when resting at an inn or the wilderness.
  • Cooking: This character spends time preparing rations. Skilled cooks grant temporary bonuses to their comrades for a period of time upon waking. Requires cooking kit. This role can be performed in the wilderness only (though, special accommodations when resting at an inn can give the same or similar bonuses.)
  • Craft items: Characters can use skills and proficiencies to create items, both magic and mundane. Requires crafting materials, special kits and/or specific crafting stations depending on what is going to be crafted. This role can be performed when resting at an inn or the wilderness.
  • Hunt & Gather: This character attempts to find special or potent herbs and/or hunt for food. They can restock supplies or come up empty. This is the only camping role that can have zero effect (but it doesn't require any special materials). This role can only performed when resting in the wilderness. Rations and herbs can be purchased normally, however.
  • Carouse: This character will mix with the locals in the pub, using their charm or drink to gather information. This role requires gold. This role can only be performed when resting at an inn. Characters gain information and experience points. Carousing also can open special dialogs with innkeepers and patrons.
  • Security: This character makes special effort to keep an eye out for intruders and set up camp defenses. They are always guaranteed to be awake when attacked and they increase the likelihood their allies are awake as well. In addition, guards can sleep in medium or heavy armor and can reduce the chance of interruption.

Heal

The healer treats wounds or otherwise gives comfort to their allies during camp ensuring that rest is rejuvenating and refreshing.

  • Short rest: all characters that recover damage during a short rest heal an additional 2 points per HD and recover two points of fatigue instead of one.
  • Long rest: All characters recover damage at an increased rate while taking a long rest. In addition, even if interrupted, characters will always recover some health, faithful and spells.

Maintain Equipment