2016/01/19

Resting and Basic Commodities v.1

Note: on testing, it turned out this system was too complex for our group (and me as DM).

Longwinter runs with a slightly modified "gritty realism" rest variant (DMG p. 267). By default a short rest lasts 7 hours, and a long rest 7 days. But if you decide to splurge on ...

  1. fine shelter in the lavish fur suite (10 silvers per day), then a rest lasts 5 hours/days and you recuperate from an ill effect in 1 day.
  2. good shelter in the sturdy boar's rest (40 coppers per day), then a rest lasts 6 hours/days and you recuperate from an ill effect in 2 days.
  3. average shelter at the groveling pilgrim's rest (10 coppers per day), then a rest lasts 7 hours/days and you recuperate from an ill effect in 3 days.
  4. poor shelter in the cow pen (1 copper per day), then a rest lasts 10 hours/days and you recuperate from an ill effect in 4 days.
  5. miserable shelter in the gutters behind the offalatorium (free!), then a rest lasts 14 hours/days and you recuperate from an ill effect in 6 days.
... so what monies are used in the Blood-bound Baron's lands?

1 golden goat = 20 silvers = 400 coppers

... I should probably also bring up encumbrance rules. Items occupy slots (or boxes, or lines, or checks, or pockets, or whatever, but I'll call them slots) and each character can carry as many slots as that character's strength score.

500 coins = 1 slot

... so what were those basic commodities that get hard to get once folks start getting Desperate?
  1. fine shelter (10 silvers per day)
  2. good shelter (40 coppers per day)
  3. average shelter (10 coppers per day)
    poor shelter (1 copper per day) {cannot run out due to Desperation}
  4. fine liquor (20 coppers) +1d4 hp [1/2 slot]
  5. poor liquor (1 copper) +1 hp [1/2 slot]
  6. heating fuel (1 copper) +5 to exhaustion saves with stove [1 slot]
  7. fine wool cloak (20 silvers) +5 to exhaustion saves [1 slot]
  8. warm cloak (5 silvers) +2 to exhaustion saves [1 slot]
  9. poncy fur-lined tent (160 silvers) +10 to exhaustion saves for a few people [6 slots]
  10. sturdy hide tent (40 silvers) +5 to exhaustion saves for a few people [4 slots]
  11. economical tent (10 silvers) no penalty to exhaustion saves [2 slots]
  12. good camping rations from Godshkraeling & Godshkraeling (2 silvers per day) +5 to exhaustion saves for a few people [1 slot]
  13. military-grade camping rations from the Alpaca Co. (10 coppers per day) +2 to exhaustion saves for a few people, 5% chance of spoilage [1 slot]
  14. premium economical camping rations (3 coppers per day) no penalty to exhaustion saves for a few people, 20% chance of spoilage [1 slot]
  15. good bedroll (200 coppers) +5 to exhaustion saves [1 slot]
  16. poor bedroll (50 coppers) no penalty to exhaustion saves [1 slot]
  17. fine hat, gloves and boots (40 silvers each, 100 silvers the set) +2 to exhaustion saves each, +10 all together [1/3 slot each]
  18. average hat, gloves and boots (10 silvers each, 25 silvers the set) +1 to exhaustion saves each, +5 all together [1/3 slot each]
    poor hat, gloves and boots (120 coppers the set) no penalty to exhaustion saves [1 slot] {cannot run out due to Desperation}
  19. fine fur coat instead of armor (100 silvers) +10 to exhaustion saves [1 slot]
  20. good warm coat instead of armor (20 silvers) +5 to exhaustion saves [1 slot]
Each missing piece of vital cold-weather survival equipment (tent, camping kit, bedroll, accessories) imposes a disadvantage on exhaustion saves.


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