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Proposed House Rules for Supplies
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<blockquote data-quote="James Gasik" data-source="post: 9272777" data-attributes="member: 6877472"><p>For a game I'm starting next month, I decided to try and make bookkeeping a little less tedious. Curious if I messed up and made an obvious exploit somewhere.</p><p></p><p></p><p><strong>Supplies</strong></p><p></p><p>Instead of tracking things like inexpensive material components, ammunition, or rations, this campaign will use the following rules.</p><p></p><p>Short Rest: characters need to have one unit of Supplies to take a Short Rest, but this does not consume that unit. The idea is that you're maybe having a quick meal or snack while you rest. A Short Rest takes 10 minutes to complete. While taking a Short Rest, characters can Use Objects, Hide, Search, or possibly use some Class Features. Other Actions may be taken with DM approval.</p><p></p><p>Long Rest: characters must consume one unit of Supplies to take a Long Rest. During a Long Rest, you can take most Actions, but are unable to cast leveled Spells.</p><p></p><p>Interruptions: being interrupted does not necessarily make you unable to complete a Rest. Normally, if you are forced to take Action or damage that would prevent a Rest, the time needed to complete that Rest is simply increased by 5 minutes for a Short Rest or 1 hour for a Long Rest. If, however, the interruption is longer than 10 minutes (Short Rest) or 2 hours (Long Rest), you must start the Rest all over again.</p><p></p><p>Supplies and Benefits:</p><p></p><p>Meager Supplies. These are Supplies scrounged from the environment with a Wisdom (Survival) check. This requires 1 hour of time per check. The base DC is 10, though the player may have advantage or disadvantage depending on how plentiful the area. The DC goes up by 1 for each roll made in the same area. </p><p></p><p>Note: the Natural Explorer ability of Rangers allows them to forage for a full unit of Standard Supplies. The Outlander Background allows you to find an additional unit of Meager Supplies, even if you fail a roll, but no more than 5 bonus Supplies can be found each day. The spell, Create or Destroy Water, does not create a unit of Meager Supplies, but does provide advantage on checks to forage for up to 10 checks.</p><p></p><p>Meager Supplies count as a half unit of Supplies and will often spoil quickly unless somehow preserved or cooked. You cannot take a Short Rest with Meager Supplies (though you can with two Units of these). You can take a Long Rest, but the benefits are reduced to that of a Short Rest. You do not regain Healing Surges. You do not suffer Exhaustion, but you do not remove a level of Exhaustion.</p><p></p><p>A Unit of Meager Supplies weighs one pound and without preservation, will spoil within 24 hours. </p><p></p><p>Note: the spell, Goodberry, in addition to it's healing benefits, counts as 1 unit of Meager Supplies when consumed. Create Food and Water, creates 30 units of Meager Supplies.</p><p></p><p>Standard Supplies. A Unit of Standard Supplies costs 5 sp and weighs 2 pounds. Standard Supplies allow for a maximum of 2 Short Rests per day. Standard Supplies spoil after 1 month. In desperation, you can divide this unit into two units of Meager Supplies.</p><p></p><p>Exceptional Supplies. Elven Waybread, Dwarven Mine Rations, Halfling Honey Cakes, and so on. These specially prepared trail rations cost 1 gold and weigh 2 pounds. Exceptional Supplies allow for a maximum of 3 Short Rests per day, and do not spoil for a year. In addition, after consuming a unit of these Supplies, you gain an additional Hit Die with a value of 1d6. You cannot have more than one such additional Hit Die at a given time. Further, you gain a +1 bonus on ranged or spell attack rolls for 24 hours. If need be, you can divide one unit of Exceptional Supplies into two Standard Supplies.</p><p></p><p></p><p>Note on Species</p><p></p><p>Some species require less food or drink, or don't eat or drink at all. They still require Supplies for things such as ammo or non-costly spell components, but obviously, encounter much less hassle when acquiring them.</p><p></p><p>If you require reduced water, add 1d4 to rolls made to forage for Meager Supplies. If you require no water, gain advantage on rolls made to forage for such.</p><p></p><p>If you require reduced food, a unit of Meager Supplies counts as a unit of Standard Supplies for you. If you require no food, a unit of Meager Supplies counts as a unit of Exceptional Supplies for you.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9272777, member: 6877472"] For a game I'm starting next month, I decided to try and make bookkeeping a little less tedious. Curious if I messed up and made an obvious exploit somewhere. [B]Supplies[/B] Instead of tracking things like inexpensive material components, ammunition, or rations, this campaign will use the following rules. Short Rest: characters need to have one unit of Supplies to take a Short Rest, but this does not consume that unit. The idea is that you're maybe having a quick meal or snack while you rest. A Short Rest takes 10 minutes to complete. While taking a Short Rest, characters can Use Objects, Hide, Search, or possibly use some Class Features. Other Actions may be taken with DM approval. Long Rest: characters must consume one unit of Supplies to take a Long Rest. During a Long Rest, you can take most Actions, but are unable to cast leveled Spells. Interruptions: being interrupted does not necessarily make you unable to complete a Rest. Normally, if you are forced to take Action or damage that would prevent a Rest, the time needed to complete that Rest is simply increased by 5 minutes for a Short Rest or 1 hour for a Long Rest. If, however, the interruption is longer than 10 minutes (Short Rest) or 2 hours (Long Rest), you must start the Rest all over again. Supplies and Benefits: Meager Supplies. These are Supplies scrounged from the environment with a Wisdom (Survival) check. This requires 1 hour of time per check. The base DC is 10, though the player may have advantage or disadvantage depending on how plentiful the area. The DC goes up by 1 for each roll made in the same area. Note: the Natural Explorer ability of Rangers allows them to forage for a full unit of Standard Supplies. The Outlander Background allows you to find an additional unit of Meager Supplies, even if you fail a roll, but no more than 5 bonus Supplies can be found each day. The spell, Create or Destroy Water, does not create a unit of Meager Supplies, but does provide advantage on checks to forage for up to 10 checks. Meager Supplies count as a half unit of Supplies and will often spoil quickly unless somehow preserved or cooked. You cannot take a Short Rest with Meager Supplies (though you can with two Units of these). You can take a Long Rest, but the benefits are reduced to that of a Short Rest. You do not regain Healing Surges. You do not suffer Exhaustion, but you do not remove a level of Exhaustion. A Unit of Meager Supplies weighs one pound and without preservation, will spoil within 24 hours. Note: the spell, Goodberry, in addition to it's healing benefits, counts as 1 unit of Meager Supplies when consumed. Create Food and Water, creates 30 units of Meager Supplies. Standard Supplies. A Unit of Standard Supplies costs 5 sp and weighs 2 pounds. Standard Supplies allow for a maximum of 2 Short Rests per day. Standard Supplies spoil after 1 month. In desperation, you can divide this unit into two units of Meager Supplies. Exceptional Supplies. Elven Waybread, Dwarven Mine Rations, Halfling Honey Cakes, and so on. These specially prepared trail rations cost 1 gold and weigh 2 pounds. Exceptional Supplies allow for a maximum of 3 Short Rests per day, and do not spoil for a year. In addition, after consuming a unit of these Supplies, you gain an additional Hit Die with a value of 1d6. You cannot have more than one such additional Hit Die at a given time. Further, you gain a +1 bonus on ranged or spell attack rolls for 24 hours. If need be, you can divide one unit of Exceptional Supplies into two Standard Supplies. Note on Species Some species require less food or drink, or don't eat or drink at all. They still require Supplies for things such as ammo or non-costly spell components, but obviously, encounter much less hassle when acquiring them. If you require reduced water, add 1d4 to rolls made to forage for Meager Supplies. If you require no water, gain advantage on rolls made to forage for such. If you require reduced food, a unit of Meager Supplies counts as a unit of Standard Supplies for you. If you require no food, a unit of Meager Supplies counts as a unit of Exceptional Supplies for you. [/QUOTE]
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