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How the Camel lost its hump
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<blockquote data-quote="pdzoch" data-source="post: 8087073" data-attributes="member: 80982"><p><strong>How the Camel lost its hump</strong></p><p></p><p>When the camel was first introduced as a mount in Dungeons and Dragons, it was a premium mount with preferred abilities over a riding horse in desert environments. However, over the years, with each subsequent edition, the camel has been relegated to a poor man’s mount.</p><p></p><p>The <strong>original edition </strong>did not include camels in the rules. Neither did the Basic (Holmes) edition.</p><p></p><p>The first appearance of the camel was in the <strong>1st Edition</strong> of Advance Dungeons and Dragons, but the camel was not listed as an animal for purchase; a riding horse cost 25 gp cost (PHB 36). The Monster Manual described the ability of the camel to travel up to two weeks without food and water (MM13).</p><p></p><p>Shortly afterward, in the <strong>Expert Rules</strong> by Moldvay/Cook, character were able to by a camel. Camels cost 100 gp while the Riding Horse cost increased to 75gp (Expert 9). The camel had the specified ability to travel for 2 weeks without drinking, but it didn’t mention food. (Expert 28). Additionally, it used the term “well-watered” to describe a fully heathy hump on a camel.</p><p></p><p>The <strong>BECMI</strong> rules maintained these distinctions, including the use of “well-watered” (Expert 46), and costs (Expert 19).</p><p></p><p>It was the <strong>Wilderness Survival Guide for 1st Edition</strong> that contained the most comprehensive rules for camels. It differentiated the environmental abilities between a dromedary and a bactrian camel. It also specified that camels can go for up to two weeks without eating or drinking based on the health of its hump. However, it also specified that during the second week without food and water, the camel’s carrying capacity would be reduced by half. If not feed and watered at least once every two weeks, the camel would “rapidly deteriorate”, but the rules did not specify what deteriorate meant (Wilderness Survival Guide 90). But still no cost for a character to purchase the camel.</p><p></p><p><strong>2nd Edition</strong> returned the option for characters to purchase the camels as a mount, this time at a much discounted cost: 50 gp. This marks the first time that a riding horse costs more than a riding horse, now at a more expensive 75 gp (PHB). Oddly, the camel was not listed in core monster manuals. Only the Monstrous Compendium for Al-Qadim provided a listing for camels, and it specified the camel’s humps to allow it to go without food or water for up to two weeks.</p><p></p><p>Like the 1st edition, the <strong>3rd Edition</strong> removed the ability of the characters to purchase camels as mounts. Light horses retained their cost of 75gp (PHB 108). Rules about camels became a vague, citing only a camel’s ability to “travel long distances without food or water” (MM194). The revision 3.5 Edition did not add any clarity to the camel rules (MM270) or change the ability of the characters to buy camels or the cost of a riding horse (PHB 129).</p><p></p><p>However, the Sandstorm supplement listed dromedary camels for characters at 75gp (Sandstorm 103). Unfortunately, the Sandstorm supplement is contradictory in its rules regarding camels. Though it cites the vague ability for camels to “travel long distances without food or water” (Sandstorm 192), the rules also state that camels “require feed like normal mounts” (Sandstorm 103).</p><p></p><p><strong>4th Edition</strong> performs the cruelest trick to the camel. It does not show up as a purchase option in the players handbook and it appeared in none of the monster manuals. Only the Adventurer’s Vault provided any information on a camel. It had the same cost as a light horse (75 gp) but there was no mention of travel distance without food/water for a camel (Adventure’s Vault 11).</p><p></p><p><strong>5th Edition</strong> did not correct the error from 4th edition. The camel entry in the Monster Manual makes no mention of travel distance without food/water (MM 320). It did become cheaper than a riding horse, but why would a character ever purchase a riding horse.</p><p></p><p>When we compare a riding horse to a camel, there is no reason for a character choose a camel over a riding horse, even in a desert environment.</p><p></p><p>[Tale of the Tape] [<span style="color: rgb(65, 168, 95)">green</span> is advantage]</p><table style='width: 100%'><tr><td></td><td>Camel</td><td>Riding Horse</td></tr><tr><td>Cost</td><td><span style="color: rgb(65, 168, 95)">50 gp</span></td><td>75 gp</td></tr><tr><td>Type</td><td>Large beast, unaligned</td><td>Large beast, unaligned</td></tr><tr><td>AC</td><td>9</td><td><span style="color: rgb(65, 168, 95)">10</span></td></tr><tr><td>HP</td><td><span style="color: rgb(65, 168, 95)">15 (2d10 + 4)</span></td><td>13 (2d10 + 2)</td></tr><tr><td>Speed</td><td>50 ft</td><td><span style="color: rgb(65, 168, 95)">60ft</span></td></tr><tr><td>STR</td><td>16 (+3)</td><td>16 (+3)</td></tr><tr><td>DEX</td><td>8 (-1)</td><td><span style="color: rgb(65, 168, 95)">10 (+0)</span></td></tr><tr><td>CON</td><td><span style="color: rgb(65, 168, 95)">14 (+2)</span></td><td>12 (+1)</td></tr><tr><td>INT</td><td>2 (-4)</td><td>2 (-4)</td></tr><tr><td>WIS</td><td>8 (-1 )</td><td><span style="color: rgb(65, 168, 95)">11 (+0)</span></td></tr><tr><td>CHA</td><td>5 (-3)</td><td><span style="color: rgb(65, 168, 95)">7 (-2)</span></td></tr><tr><td>Senses passive Perception</td><td>9</td><td><span style="color: rgb(65, 168, 95)">10</span></td></tr><tr><td>Challenge</td><td>1/8 (25 XP)</td><td>1/4 (50 XP)</td></tr><tr><td>Attack</td><td><span style="color: rgb(65, 168, 95)">Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</span></td><td>Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.</td></tr><tr><td>Damage</td><td>Hit: 2 (1d4) bludgeoning damage.</td><td><span style="color: rgb(65, 168, 95)">Hit: 8 (2d4 + 3) bludgeoning damage.</span></td></tr><tr><td>Carry Capacity</td><td>480 lbs</td><td>480 lbs</td></tr><tr><td>Travel Pace: Fast</td><td>50 miles per day</td><td><span style="color: rgb(65, 168, 95)">60 miles per day</span></td></tr><tr><td>Travel Pace: Normal</td><td>40 miles per day</td><td><span style="color: rgb(65, 168, 95)">48 miles per day</span></td></tr><tr><td>Travel Pace: Slow</td><td>30 miles per day</td><td><span style="color: rgb(65, 168, 95)">36 miles per day</span></td></tr><tr><td>Feed Requirements</td><td>4lbs food /4 gals water per day</td><td>4lbs food /4 gals water per day</td></tr></table><p></p><p>Given the camel’s “legendary ability to travel for days without food and water”, it is certainly not reflected in the 5th Edition rules. The riding horse carries as much, and feeds as much, yet travels faster and further. The camel is a little more durable, but I do not know if those 2 hp are a significant advantage in durability, especially at higher levels.</p><p></p><p><strong>So, how to get the camel back its hump?</strong></p><p><strong></strong></p><p><strong>First,</strong> I’d bring back the rules from 1st edition Wilderness guide, streamlined as follows:</p><p></p><p>A camel can exist up to two weeks without eating or drinking, living off the nutrients stored in its hump. However, after a week without food and water, a camel’s carrying capacity is reduced by half. After two weeks without food and water, it accrues exhaustion as normal and refuses to carry anything. Camels with a full hump have full travel capacity and sell at full value. Camels without an exhausted hump have only one week travel capacity (without food/and water) and sell at half price (“used camels”). Camel will must consume extra feed and water to replenish their hump, up to two weeks of food and water beyond their normal daily requirements, which can be done up to a rate of one week’s worth of nutrition per day.</p><p></p><p><strong>Second,</strong> I’d add the following desert travel rules.</p><p></p><p>There are two types of desert environments: hard soil and soft sand.</p><p></p><p>Hard soil deserts consist of most flat or rocky arid environments. Unless impeded by another terrain feature or environmental condition, travel movement rules remain unchanged.</p><p></p><p>Soft sand deserts consist of numerous dunes of soft sand formed in various shapes and sizes. Fast pace travel is not possible in this environment. Only camels can maintain a full day’s travel at normal pace across soft sand desert environments. Other creatures move 10’ feet slower speed across soft sand deserts.</p><p></p><p>Trade Routes through soft sand deserts are considered roads at best or hard soil desert at worst.</p><p></p><p></p><p><strong>End result.</strong> Horses retain their desirability for fast travel on the roads and in deal environments. Camels retain their desirability for sustained travel over sandy deserts or barren terrain.</p><p></p><p>[edited: fixed chronology of rulesets and other minor errors]</p></blockquote><p></p>
[QUOTE="pdzoch, post: 8087073, member: 80982"] [B]How the Camel lost its hump[/B] When the camel was first introduced as a mount in Dungeons and Dragons, it was a premium mount with preferred abilities over a riding horse in desert environments. However, over the years, with each subsequent edition, the camel has been relegated to a poor man’s mount. The [B]original edition [/B]did not include camels in the rules. Neither did the Basic (Holmes) edition. The first appearance of the camel was in the [B]1st Edition[/B] of Advance Dungeons and Dragons, but the camel was not listed as an animal for purchase; a riding horse cost 25 gp cost (PHB 36). The Monster Manual described the ability of the camel to travel up to two weeks without food and water (MM13). Shortly afterward, in the [B]Expert Rules[/B] by Moldvay/Cook, character were able to by a camel. Camels cost 100 gp while the Riding Horse cost increased to 75gp (Expert 9). The camel had the specified ability to travel for 2 weeks without drinking, but it didn’t mention food. (Expert 28). Additionally, it used the term “well-watered” to describe a fully heathy hump on a camel. The [B]BECMI[/B] rules maintained these distinctions, including the use of “well-watered” (Expert 46), and costs (Expert 19). It was the [B]Wilderness Survival Guide for 1st Edition[/B] that contained the most comprehensive rules for camels. It differentiated the environmental abilities between a dromedary and a bactrian camel. It also specified that camels can go for up to two weeks without eating or drinking based on the health of its hump. However, it also specified that during the second week without food and water, the camel’s carrying capacity would be reduced by half. If not feed and watered at least once every two weeks, the camel would “rapidly deteriorate”, but the rules did not specify what deteriorate meant (Wilderness Survival Guide 90). But still no cost for a character to purchase the camel. [B]2nd Edition[/B] returned the option for characters to purchase the camels as a mount, this time at a much discounted cost: 50 gp. This marks the first time that a riding horse costs more than a riding horse, now at a more expensive 75 gp (PHB). Oddly, the camel was not listed in core monster manuals. Only the Monstrous Compendium for Al-Qadim provided a listing for camels, and it specified the camel’s humps to allow it to go without food or water for up to two weeks. Like the 1st edition, the [B]3rd Edition[/B] removed the ability of the characters to purchase camels as mounts. Light horses retained their cost of 75gp (PHB 108). Rules about camels became a vague, citing only a camel’s ability to “travel long distances without food or water” (MM194). The revision 3.5 Edition did not add any clarity to the camel rules (MM270) or change the ability of the characters to buy camels or the cost of a riding horse (PHB 129). However, the Sandstorm supplement listed dromedary camels for characters at 75gp (Sandstorm 103). Unfortunately, the Sandstorm supplement is contradictory in its rules regarding camels. Though it cites the vague ability for camels to “travel long distances without food or water” (Sandstorm 192), the rules also state that camels “require feed like normal mounts” (Sandstorm 103). [B]4th Edition[/B] performs the cruelest trick to the camel. It does not show up as a purchase option in the players handbook and it appeared in none of the monster manuals. Only the Adventurer’s Vault provided any information on a camel. It had the same cost as a light horse (75 gp) but there was no mention of travel distance without food/water for a camel (Adventure’s Vault 11). [B]5th Edition[/B] did not correct the error from 4th edition. The camel entry in the Monster Manual makes no mention of travel distance without food/water (MM 320). It did become cheaper than a riding horse, but why would a character ever purchase a riding horse. When we compare a riding horse to a camel, there is no reason for a character choose a camel over a riding horse, even in a desert environment. [Tale of the Tape] [[COLOR=rgb(65, 168, 95)]green[/COLOR] is advantage] [TABLE] [TR] [TD][/TD] [TD]Camel[/TD] [TD]Riding Horse[/TD] [/TR] [TR] [TD]Cost[/TD] [TD][COLOR=rgb(65, 168, 95)]50 gp[/COLOR][/TD] [TD]75 gp[/TD] [/TR] [TR] [TD]Type[/TD] [TD]Large beast, unaligned[/TD] [TD]Large beast, unaligned[/TD] [/TR] [TR] [TD]AC[/TD] [TD]9[/TD] [TD][COLOR=rgb(65, 168, 95)]10[/COLOR][/TD] [/TR] [TR] [TD]HP[/TD] [TD][COLOR=rgb(65, 168, 95)]15 (2d10 + 4)[/COLOR][/TD] [TD]13 (2d10 + 2)[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]50 ft[/TD] [TD][COLOR=rgb(65, 168, 95)]60ft[/COLOR][/TD] [/TR] [TR] [TD]STR[/TD] [TD]16 (+3)[/TD] [TD]16 (+3)[/TD] [/TR] [TR] [TD]DEX[/TD] [TD]8 (-1)[/TD] [TD][COLOR=rgb(65, 168, 95)]10 (+0)[/COLOR][/TD] [/TR] [TR] [TD]CON[/TD] [TD][COLOR=rgb(65, 168, 95)]14 (+2)[/COLOR][/TD] [TD]12 (+1)[/TD] [/TR] [TR] [TD]INT[/TD] [TD]2 (-4)[/TD] [TD]2 (-4)[/TD] [/TR] [TR] [TD]WIS[/TD] [TD]8 (-1 )[/TD] [TD][COLOR=rgb(65, 168, 95)]11 (+0)[/COLOR][/TD] [/TR] [TR] [TD]CHA[/TD] [TD]5 (-3)[/TD] [TD][COLOR=rgb(65, 168, 95)]7 (-2)[/COLOR][/TD] [/TR] [TR] [TD]Senses passive Perception[/TD] [TD]9[/TD] [TD][COLOR=rgb(65, 168, 95)]10[/COLOR][/TD] [/TR] [TR] [TD]Challenge[/TD] [TD]1/8 (25 XP)[/TD] [TD]1/4 (50 XP)[/TD] [/TR] [TR] [TD]Attack[/TD] [TD][COLOR=rgb(65, 168, 95)]Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.[/COLOR][/TD] [TD]Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.[/TD] [/TR] [TR] [TD]Damage[/TD] [TD]Hit: 2 (1d4) bludgeoning damage.[/TD] [TD][COLOR=rgb(65, 168, 95)]Hit: 8 (2d4 + 3) bludgeoning damage.[/COLOR][/TD] [/TR] [TR] [TD]Carry Capacity[/TD] [TD]480 lbs[/TD] [TD]480 lbs[/TD] [/TR] [TR] [TD]Travel Pace: Fast[/TD] [TD]50 miles per day[/TD] [TD][COLOR=rgb(65, 168, 95)]60 miles per day[/COLOR][/TD] [/TR] [TR] [TD]Travel Pace: Normal[/TD] [TD]40 miles per day[/TD] [TD][COLOR=rgb(65, 168, 95)]48 miles per day[/COLOR][/TD] [/TR] [TR] [TD]Travel Pace: Slow[/TD] [TD]30 miles per day[/TD] [TD][COLOR=rgb(65, 168, 95)]36 miles per day[/COLOR][/TD] [/TR] [TR] [TD]Feed Requirements[/TD] [TD]4lbs food /4 gals water per day[/TD] [TD]4lbs food /4 gals water per day[/TD] [/TR] [/TABLE] Given the camel’s “legendary ability to travel for days without food and water”, it is certainly not reflected in the 5th Edition rules. The riding horse carries as much, and feeds as much, yet travels faster and further. The camel is a little more durable, but I do not know if those 2 hp are a significant advantage in durability, especially at higher levels. [B]So, how to get the camel back its hump? First,[/B] I’d bring back the rules from 1st edition Wilderness guide, streamlined as follows: A camel can exist up to two weeks without eating or drinking, living off the nutrients stored in its hump. However, after a week without food and water, a camel’s carrying capacity is reduced by half. After two weeks without food and water, it accrues exhaustion as normal and refuses to carry anything. Camels with a full hump have full travel capacity and sell at full value. Camels without an exhausted hump have only one week travel capacity (without food/and water) and sell at half price (“used camels”). Camel will must consume extra feed and water to replenish their hump, up to two weeks of food and water beyond their normal daily requirements, which can be done up to a rate of one week’s worth of nutrition per day. [B]Second,[/B] I’d add the following desert travel rules. There are two types of desert environments: hard soil and soft sand. Hard soil deserts consist of most flat or rocky arid environments. Unless impeded by another terrain feature or environmental condition, travel movement rules remain unchanged. Soft sand deserts consist of numerous dunes of soft sand formed in various shapes and sizes. Fast pace travel is not possible in this environment. Only camels can maintain a full day’s travel at normal pace across soft sand desert environments. Other creatures move 10’ feet slower speed across soft sand deserts. Trade Routes through soft sand deserts are considered roads at best or hard soil desert at worst. [B]End result.[/B] Horses retain their desirability for fast travel on the roads and in deal environments. Camels retain their desirability for sustained travel over sandy deserts or barren terrain. [edited: fixed chronology of rulesets and other minor errors] [/QUOTE]
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