Survival in harsh terrain

Werebat

Explorer
The Survival skill doesn't mention the effects of different terrain types or climates for trying to "get along" in the wilderness, with the curious result that it is as easy for a character to find food and water in Death Valley or the middle of the Sahara as it is to find food and water in Eden.

I'm running a game set in an arctic climate (more or less). The party decided to explore some mountains and I thought it was a little silly that it would be as easy to find food and water (and firewood) up in the frozen mountains as it would be to do the same in, say, a forest.

What do you think? Does Winter justify a -5 penalty to Survival checks to find food and water? Does Mountain terrain justify the same? Should they stack? And where does the ability to build a fire without carted wood and other supplies fit in?
 

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I think poor terrain and season are perfectly justifiable reasons for modifiers on Survival rolls. A mountain in the dead of winter? Easily a -5 penalty, maybe even more. Death Valley in the middle of summer might be an even higher penalty.
 

Why do you assume the DC is is based on ideal weather/terrain conditions?

And humans for millenia have managed to survive in the wild, in pretty inhospitable places all over the globe. Hell, Bear Grylls seems to be able to survive just fine anywhere, and awesome as he is, there's no way he's more than a 5th level Ranger.

I'd add +2 or +5 DC for really poor conditions, I guess, but I would be loathe to go higher than that (or stack multiple poor conditions; I'd probably just take the worst modifier). The DC already increases for every other person you're trying to help as it is, and a party usually only has one survival expert, if any.
 

Stream, you make some nice points, but again, should it be as easy to find food and water in Death Valley in the middle of summer as it is in a Georgia woods in early Autumn?

The degree of modifier is something I've wondered about. I'm also curious how fire building and shelter finding can be worked into survival checks.

Early on, at level one, this party wandered up into the (arctic) mountains with no supplies, after calculating that the PC with survival could take 10 every day and they'd all be fine. Something about that seemed wrong to me.
 

Werebat, I just re read the core book, and it seems by the RAW, nothing is wrong then again, the book isn't perfect and is only designed to cover the general aspects of the game. If you can find it 3.5 edition had a book called frostburn, which was all about arctic campaigns, had many expanded rules on surviving in a winter environment, plus some really cool monsters/races that live in these types of environments!!! I'm sure converting those rules to pathfinder would be easy enough.
 

I think the second and third parts of Paizo's Jade Regent AP is crossing the northpole land bridge with arctic rules, monsters, races too.
 

What do you think? Does Winter justify a -5 penalty to Survival checks to find food and water? Does Mountain terrain justify the same? Should they stack? And where does the ability to build a fire without carted wood and other supplies fit in?

I think you should lower/increase base DCs as you deem appropriate, based upon a multitude of factors, not just one. I am a field wildlife and fisheries biologist and have worked in coastal, mountainous, desert and valley climates and can attest to differing difficulties in getting by based upon season. Food/water is real important too, not enough means your body typically begins to consume itself and/or body functions begin to shut down. Your players will learn how important it is to prepare properly rather then just set out, kinda sucks to loose body parts to frostbite or a character to freezing.
 

I'd add +2 or +5 DC for really poor conditions, I guess, but I would be loathe to go higher than that (or stack multiple poor conditions; I'd probably just take the worst modifier). The DC already increases for every other person you're trying to help as it is, and a party usually only has one survival expert, if any.

Why? If you don't make preparations in advance for something like Death Valley in the summer you're going to die. The DC should be very high.
 

Stream, you make some nice points, but again, should it be as easy to find food and water in Death Valley in the middle of summer as it is in a Georgia woods in early Autumn?

So does that mean there should be a reduced DC for survivial in the Georgia woods in early autumn, rather than a penalty for Death Valley in mid-summer? We always seem to think in terms of penalty for tougher tasks rather than bonuses for easier ones.

The base skill level for survival is a pretty well-trained wilderness survivor, since he can get along in the wild with no supplies. That autumn in a temperate climate doesn't require you to deal with temperature extremes, and there's tons of plant and animal life - maybe you should get a significant bonus, since you only needed a 10 to survive in Death Valley in the height of summer, or the Arctic in the dead of winter.

The degree of modifier is something I've wondered about. I'm also curious how fire building and shelter finding can be worked into survival checks.

Seems to me that, if you need a fire and/or shelter, that's part of "getting along in the wilderness".

Early on, at level one, this party wandered up into the (arctic) mountains with no supplies, after calculating that the PC with survival could take 10 every day and they'd all be fine. Something about that seemed wrong to me.

Perhaps the character should not be able to take 10 on survival checks, as there is always a threat, so the consequences for failure are too significant. Maybe we set the first tier of penalty that harsher environments preclude taking 10.

Then again, the Inuit seem to do all right in arctic conditions - do they really have to roll once a day to survive?

I think you should lower/increase base DCs as you deem appropriate, based upon a multitude of factors, not just one. I am a field wildlife and fisheries biologist and have worked in coastal, mountainous, desert and valley climates and can attest to differing difficulties in getting by based upon season. Food/water is real important too, not enough means your body typically begins to consume itself and/or body functions begin to shut down. Your players will learn how important it is to prepare properly rather then just set out, kinda sucks to loose body parts to frostbite or a character to freezing.

A lot of modifiers affect a lot of other skills. If we gathered 100 gamers, how many could climb a rough wall? Anyone with no ranks and no penalty can Take 10 and do so by the game rules. Maybe trained adventurers are a bit more skilled than average couch potatoes.

I also prefer heroic characters, and characters who can't make the journey to the average adventure site don't strike me as particularly heroic. Seems the Fellowship of the Ring managed some pretty harsh terrain, for example - and there were a lot of them, so adding 2 for each extra person makes for a high DC.

Why? If you don't make preparations in advance for something like Death Valley in the summer you're going to die. The DC should be very high.

What should the bonuses for making preparations be? Presumably, enough to offset much or all of that penalty - so extremely high, if the DC is increased a lot. That would mean the same advance preparation that gives you a decent shot in extreme conditions makes less extreme conditions trivial.

"Perfect tools" grant a +2 bonus, so those advance preparations provide a limited bonus, don't they? I could certainly see a penalty for lacking "appropriate tools", such as appropriate clothing for the environment, and a bonus for having clothing specifically suited for the environment.

A skilled PC with Survivial wouldn't be wandering Death Valley at high noon - he would know to kep under cover at the heat of the day and travel when the temperatures are cooler.
 

As written, the only way to starve to death or die of dehydration if you're wandering in the wilderness by yourself is if you have a Wisdom penalty - otherwise you can make a DC 10 check just by taking 10. I can see that easily for the example of Georgia woods in early autumn - you'd really have to not be aware of your surroundings to not find enough to survive, though some of it may not be too appetizing. And that's even if you've never been taught how to survive in the wild.

However, that suggests to me that it's appropriate for a penalty to apply in harsher conditions. If the average man-on-the-street couldn't plausibly survive without training, it suggests a penalty should be applied to the Survival DC. The highest I could see going is maybe a +10 for trying to live without food somewhere like Mordor or Eberron's Mournland - a place that is utterly and completely inhospitable to life. Someone who is pretty good at Survival can make it, but generally not by enough to feed a large group by themselves. You bring supplies to that kind of area.

Remember, this Survival check is just about finding food and water. If you bring that stuff, you don't have to make the check at all. Maybe you make the check daily and just use your rations if you fail or don't manage to scavenge enough for everybody. That makes total sense to me.

I'm not sure I'd use people used to surviving in a terrain as examples - I think it's pretty reasonable to assume that they have some facility with Survival if they are native to a harsh area and have to fend for themselves on occasion. I seem to recall that Pathfinder has several traits that make Survival a class skill with "native to X area" as a requirement - a trait like that and one point means you can make a DC 14 Survival check without any trouble. That's going to cover a lot of territory, even with higher base DCs based on terrain.

Survival also has the ability to grant bonuses to rolls for exposure in hot and cold environments. That's more relevant to the "finding shelter and making a fire" stuff the OP was asking about; I'd just include that kind of considerations in that. I do usually call for a Survival check if someone asks "Hey, can we find a cave to hide in for the night?" or something like that. The better the roll, the better the shelter they can find, up to what seems appropriate for the terrain.

If I was playing in a game that actually had wilderness travel as a part of it - say mapping unexplored territory, or a Dark Sun game where part of the flavor is surviving the environment - I might consider not allowing taking 10 on Survival checks. I'd also consider a natural 1 to reflect some kind of natural hazard - bad food/water, a natural predator or hazard, something like that. It'd serve to inject some flavor into the survival process.
 

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