I've been trying to come up with some basic mechanics for travel, especially in thick jungle. Think Tomb of Annihilation. My goal is to not make it too tedious or loaded down with too much record keeping or dice rolls, but I also wanted to make travel a serious obstacle that needs to be handled or properly or the party could face drastic consequences. Here's what I have so far:
Each day the characters make a DC 15 Survival check. Each character may add +2 to their survival role as long as they have a guide with them. This bonus will increase as the guide levels up. Additionally, characters must mark down a use of rations for the day and a use of insect repellent for the day if they have it.
On a group failure, all characters must then make a DC 10 Con save. On a failure, that character receives 1 point of exhaustion. Additionally, if any character hasn’t applied insect repellant for the day, they must then make an additional DC 13 Con save. On a failure, they contract a disease.
Exhaustion can only be removed by a group success on a survival check or by resting for a full day.
If you don’t have enough supplies or don’t use an alternative method to intake adequate food for the day - add 2 to all DCs.
If you don’t have enough supplies or don’t use an alternative method to intake adequate water for the day - add 3 to all DCs.
If you don’t have enough supplies or don’t use an alternative method to intake adequate water and food for the day - roll all travel-related checks and saves with disadvantage.
I feel the contracting disease part may be a bit too harsh, especially since they already have so many things like rations and water to worry about. If you don't plan to remove it then perhaps make the DC lower, the same as Constitution save's maybe. Also maybe make the survival checks every two days instead of one? That one's more just a stray suggestion, I don't find the Survival check every day thing problematic in any way. The rest seems fine. In the end, as long as your party agrees with the rules, there's really nothing to change.
Thanks for the suggestion. Yeah the disease thing is interesting, because they have a relatively easy way of counteracting it with bug repellent and even if they run out, they still have two failures before they're even at risk. I do liek the simplicty of keeping it at the same DC for both con saves. Something to think about.
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Hi there,
I've been trying to come up with some basic mechanics for travel, especially in thick jungle. Think Tomb of Annihilation. My goal is to not make it too tedious or loaded down with too much record keeping or dice rolls, but I also wanted to make travel a serious obstacle that needs to be handled or properly or the party could face drastic consequences. Here's what I have so far:
Each day the characters make a DC 15 Survival check. Each character may add +2 to their survival role as long as they have a guide with them. This bonus will increase as the guide levels up. Additionally, characters must mark down a use of rations for the day and a use of insect repellent for the day if they have it.
On a group failure, all characters must then make a DC 10 Con save. On a failure, that character receives 1 point of exhaustion. Additionally, if any character hasn’t applied insect repellant for the day, they must then make an additional DC 13 Con save. On a failure, they contract a disease.
Exhaustion can only be removed by a group success on a survival check or by resting for a full day.
If you don’t have enough supplies or don’t use an alternative method to intake adequate food for the day - add 2 to all DCs.
If you don’t have enough supplies or don’t use an alternative method to intake adequate water for the day - add 3 to all DCs.
If you don’t have enough supplies or don’t use an alternative method to intake adequate water and food for the day - roll all travel-related checks and saves with disadvantage.
Let me know what you all think. Thanks!
I feel the contracting disease part may be a bit too harsh, especially since they already have so many things like rations and water to worry about. If you don't plan to remove it then perhaps make the DC lower, the same as Constitution save's maybe. Also maybe make the survival checks every two days instead of one? That one's more just a stray suggestion, I don't find the Survival check every day thing problematic in any way. The rest seems fine. In the end, as long as your party agrees with the rules, there's really nothing to change.
Your resident D&D hobo.
HAIL THE RAIN!!!
Thanks for the suggestion. Yeah the disease thing is interesting, because they have a relatively easy way of counteracting it with bug repellent and even if they run out, they still have two failures before they're even at risk. I do liek the simplicty of keeping it at the same DC for both con saves. Something to think about.