D&D 1E Favorite Obscure Rules from TSR-era D&D

Voadam

Legend
That table is amazing.

First: it defines ”Fuel” as being measured in units of “person turns.”

Then it doesn’t provide any units at all for things called Start, Wind Res., Cap., Vis., or “Warmth Provided at Given Dis.”!

The Wilderness Survival Guide is a ridiculous thing but not ridiculous in that way.

You can tell that is not the end, that is just where that page ends on the semicolon midsentence.

The other parts are defined on the next page

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If you want really in-depth specific D&D wilderness rules then WSG has got you.
 
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Riley

Legend
Supporter
The Wilderness Survival Guide is a ridiculous thing but not ridiculous in that way.

You can tell that is not the end, that is just where that page ends on the semicolon midsentence.

The other parts are defined on the next page

View attachment 376179


I was sure there would be plenty of accompanying explanatory text, given what was (and was not) in that table.

I'm simply astounded that such a detailed sub-system was ever created and published.

One criticism I considered upon seeing the first table image was that the system had failed to account for the varying availability of fuel in differing environments, but yes: there's a whole sub-subsystem for that, too! Even crosstabs for season and climate!

And paragraphs explaining how to modify the "Warmth Provided at Given Dis." accounting for the presence of winds of varying velocities at different directions and distances from the fire relative to the direction of the wind!

Then, stop. In the "Precautions and Perils" section, we switch gears entirely to a very practical, real-world Boy Scouts Handbook style: "The cardinal rules of fire safety are the same in the game universe as they are in the real world. In summary,..." And it proceeds to elaborate in a series of numbered paragraphs!

Amazing. I love it!
 
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mikeburke

Villager
Oh, they keep going deeper .. rules for damage caused by getting too close to a large fire, determining if a spark from a fire causes an outbreak, and so on..

The campfire subsystem also plugs in neatly to other subsystems for hypothermia and wet clothes vs. wind (Personal Temperature) and so on.

My personal “Desert Island D&D” looks a lot like 2E with WSG and DSG mixed in to taste. A rich stew indeed!
 

James Gasik

We don't talk about Pun-Pun
Fell down a rabbit hole in another thread where there was a question of how quickly one can down a potion.

I couldn't find a speed factor penalty associated with potion drinking in 1e, perhaps someone can point me to it (2e asserts it's 2-5). Maybe someone else can weigh in on that. But despite having always played at tables where magical healing happens instantly, the 1e DMG has this to say:

"Potions take effect 2-5 segments after they are imbibed."

This means that if you were to drink a healing potion in combat, it's quite possible to take a hit and die before the healing occurs!
 

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