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Proposed House Rules for Supplies
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<blockquote data-quote="Stalker0" data-source="post: 9276566" data-attributes="member: 5889"><p>I think we have something here, but its a bit scattered. I'm going to try a rewrite where I clean it up and organize it a bit better. I'll make a few changes I think would be useful (which I will highlight).</p><p></p><p>Here's a stab at it:</p><p></p><p><strong>Using Supplies</strong></p><p>Instead of tracking small items like material components, ammunition, or rations, use the following rules:</p><ul> <li data-xf-list-type="ul"><strong>Weight: </strong>1 supply = 2 lbs of weight</li> <li data-xf-list-type="ul"><strong>Short Rest:</strong> Characters need 1 unit of Supplies for a Short Rest, which takes 10 minutes. During this time, you can do things like Use Objects, Hide, or Search. You can take only 2 Short Rests per day.</li> <li data-xf-list-type="ul"><strong>Long Rest:</strong> You need 2 units of Supplies for a Long Rest. You can't cast leveled Spells during a Long Rest.</li> <li data-xf-list-type="ul"><strong>Interruptions:</strong> If interrupted during a Rest, add 5 minutes to a Short Rest or 1 hour to a Long Rest. If, however, the interruption is longer than 10 minutes (Short Rest) or 2 hours (Long Rest), you must start the Rest again.</li> <li data-xf-list-type="ul"><strong>Cooking Supplies: </strong>Before consuming a supply for a short rest, a character can make an Intelligence (Cooking Utensils) check to improve the efficacy of the rest.<ul> <li data-xf-list-type="ul">DC 1-4: The supply is ruined and cannot be consumed.</li> <li data-xf-list-type="ul">DC 10: Consuming the supply provides +1d4 hitpoints on the first healing surge used in the short rest.</li> <li data-xf-list-type="ul">DC 15+: For every 5 on the check beyond DC 10, gain an additional +1d4 hitpoints on the healing surge.</li> <li data-xf-list-type="ul">This benefit only works on the first healing surge used in a short rest.</li> </ul></li> </ul><p><strong>Finding/Creating Supplies</strong></p><ul> <li data-xf-list-type="ul"><strong>Foraging</strong>: Make a Wisdom (Survival) check DC 10 to gather 1 supply from the environment. This takes 1 hour. Each additional roll made in the same area adds +1 DC to the check.<ul> <li data-xf-list-type="ul">Outlander Background<strong>:</strong> You gain 2 supplies (rather than 1) with a successful check. This benefit can be used up to 5 times per day.</li> <li data-xf-list-type="ul"><strong>(MODIFIED): </strong>Critical Success - On a crit, at the DM's discretion the character may find special herbs, toxins, or other interesting materials. The benefit should only be applied once per area.</li> </ul></li> <li data-xf-list-type="ul"><strong>Spells: </strong>Add the following benefits for these spells to the supply system.<ul> <li data-xf-list-type="ul">Create or Destroy Water: Grants advantage on any check made to forage.</li> <li data-xf-list-type="ul"> Goodberry: Each berry counts as 1 supply. </li> <li data-xf-list-type="ul">Create Food and Water: Creates 30 supply of food and water.</li> </ul></li> </ul><p><strong>Purchasing Supplies</strong></p><ul> <li data-xf-list-type="ul"><strong>Supply</strong>: Costs 5 sp</li> <li data-xf-list-type="ul"><strong>Exceptional Supplies:</strong> Cost 5 gp. <strong>(MODIFIED) </strong>Allows a third Short Rest after a Long Rest.</li> </ul><p><strong>Running out of Supply </strong></p><p>Each day without Supplies incurs a Strife level. The effects of each level are cumulative.</p><ul> <li data-xf-list-type="ul">Level 1: -1 to Attack Rolls.</li> <li data-xf-list-type="ul">Level 2: <ul> <li data-xf-list-type="ul">Disadvantage on ranged weapon attacks (instead of the -1 attack penalty)</li> <li data-xf-list-type="ul"><strong>(MODIFIED) </strong>-1 DC to spells that have a material component</li> </ul></li> <li data-xf-list-type="ul"> Level 3: <ul> <li data-xf-list-type="ul">Cannot make ranged weapon attacks.</li> <li data-xf-list-type="ul">Cannot cast spells with a material component.</li> </ul></li> <li data-xf-list-type="ul">Level 4: Melee weapon attacks are made with disadvantage (replacing the -1 penalty).</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 9276566, member: 5889"] I think we have something here, but its a bit scattered. I'm going to try a rewrite where I clean it up and organize it a bit better. I'll make a few changes I think would be useful (which I will highlight). Here's a stab at it: [B]Using Supplies[/B] Instead of tracking small items like material components, ammunition, or rations, use the following rules: [LIST] [*][B]Weight: [/B]1 supply = 2 lbs of weight [*][B]Short Rest:[/B] Characters need 1 unit of Supplies for a Short Rest, which takes 10 minutes. During this time, you can do things like Use Objects, Hide, or Search. You can take only 2 Short Rests per day. [*][B]Long Rest:[/B] You need 2 units of Supplies for a Long Rest. You can't cast leveled Spells during a Long Rest. [*][B]Interruptions:[/B] If interrupted during a Rest, add 5 minutes to a Short Rest or 1 hour to a Long Rest. If, however, the interruption is longer than 10 minutes (Short Rest) or 2 hours (Long Rest), you must start the Rest again. [*][B]Cooking Supplies: [/B]Before consuming a supply for a short rest, a character can make an Intelligence (Cooking Utensils) check to improve the efficacy of the rest. [LIST] [*]DC 1-4: The supply is ruined and cannot be consumed. [*]DC 10: Consuming the supply provides +1d4 hitpoints on the first healing surge used in the short rest. [*]DC 15+: For every 5 on the check beyond DC 10, gain an additional +1d4 hitpoints on the healing surge. [*]This benefit only works on the first healing surge used in a short rest. [/LIST] [/LIST] [B]Finding/Creating Supplies[/B] [LIST] [*][B]Foraging[/B]: Make a Wisdom (Survival) check DC 10 to gather 1 supply from the environment. This takes 1 hour. Each additional roll made in the same area adds +1 DC to the check. [LIST] [*]Outlander Background[B]:[/B] You gain 2 supplies (rather than 1) with a successful check. This benefit can be used up to 5 times per day. [*][B](MODIFIED): [/B]Critical Success - On a crit, at the DM's discretion the character may find special herbs, toxins, or other interesting materials. The benefit should only be applied once per area. [/LIST] [*][B]Spells: [/B]Add the following benefits for these spells to the supply system. [LIST] [*]Create or Destroy Water: Grants advantage on any check made to forage. [*] Goodberry: Each berry counts as 1 supply. [*]Create Food and Water: Creates 30 supply of food and water. [/LIST] [/LIST] [B]Purchasing Supplies[/B] [LIST] [*][B]Supply[/B]: Costs 5 sp [*][B]Exceptional Supplies:[/B] Cost 5 gp. [B](MODIFIED) [/B]Allows a third Short Rest after a Long Rest. [/LIST] [B]Running out of Supply [/B] Each day without Supplies incurs a Strife level. The effects of each level are cumulative. [LIST] [*]Level 1: -1 to Attack Rolls. [*]Level 2: [LIST] [*]Disadvantage on ranged weapon attacks (instead of the -1 attack penalty) [*][B](MODIFIED) [/B]-1 DC to spells that have a material component [/LIST] [*] Level 3: [LIST] [*]Cannot make ranged weapon attacks. [*]Cannot cast spells with a material component. [/LIST] [*]Level 4: Melee weapon attacks are made with disadvantage (replacing the -1 penalty). [/LIST] [/QUOTE]
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