Why carry rations? [Wilderness Lore]

LazarusLong42

First Post
So, here's the deal. A check of 10 or higher on Wilderness Lore allows you to move overland at half your base speed without needing to carry fod or water. There's no stipulation that I see that says you can't take 10 on this check--and if you're doing it over the course of a day, obviously you're not hurried at all, so you should be able to take 10. And you can use the skill untrained.

So... why carry rations? Hunter-gatherer mode probably nets you more food, not to mention tastier food, and anyone with a Wis of 10 or higher can get by (and those with a Wis of 14 or higher can help out those whose Wis are low).

As long as time is not of the essence, you can still get 8-10 miles a day doing this. The only reason for rations is to tide you over while you're in the dungeons themselves.

Thoughts?

LL
 

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I think the problem is that you can use it untrained. If the skill was "trained only" it would go away.

Another perspective... in that kind of world maybe everyone of at least average wisdom *should* know how to feed themselves in the wild?

Another perspective - you carry the rations for the trips into the deep dungeons, or into inhospitable terrain or bad seasons when the DM assigns a -ve modifier to the skill DC to feed yourself...
 

Well, the DC is 10 +2 for each additional person you are getting food for. Also, most people I know travel by horse and that is much faster still. So, one can either travel a little and get food or travel a long way and spend a little bit of money for food.
 

Also take into consideration the ecology of your typical D&D world. There are so many nasty beasts out there that the last thing you want to do is double your overland travel time!

Course you can always try to avoid being seen while traveling, and double your time again :-)

-Skaros
 

Also take into consideration the ecology of your typical D&D world. There are so many nasty beasts out there that the last thing you want to do is double your overland travel time!

Yup... all those trolls are Taking 10 on their Wilderness Lore checks too... and they just spotted a yummy ranger ;)
-Hyp.
 

Carry rations because one of these days, you'll be walking across an area that isn't all fruit trees and deer paths and you'll have a -2 circumstance penalty to your check. And it'll only get worse as you travel further. Mountians? Not so much growing there. How about deserts? The arctic wastes? The toxic overgrowths left from a battle between mages that forever tainted the land?

I don't know about you, but I'd like to have a couple of meals I can count on prepared. After all, you don't know what's going to happen, what the terrain will be like, and who you're going to run into.
 

IMC the DC of the wilderness lore check depends on how "tough" the terrain is. A place with more predators and monsters is going to have herbivores that can better defend themselves and can escape more efficiently, and plants that are more likely to have poison and thorns and whatnot. Not only that, the food value of those animals and plants will be lower because they are spending more energy on surviving.

The wilderness lore check has a DC of 10 plus the average EL of the area.
 

also trapped somewhere where you are unable to go about spending time or movig about to search for game/food (a military bunker waiting for the enemy to pass without noticing you, in a cave-in, etc.).

I know, they are extreme situations, but examples of _something_

:)

(of course, creatre food and water always works.. provided you have a cleric.. provided he/she has access to spells ... provided he is of appropriate level ... provided he has appropriate components (if any) .. :-)

basically, what my sleep-induced ramblings are trying to say, there will no doubt be _some_ situation for just about anything to be used as the preferred method and some situations where something else is the preferred method.
 

Believe me, if YOU were dumped in the middle of a forest, two weeks from the nearest settlement, you would find a way to eat and survive. There is a saying: "One man can always find enough to eat."

When he gets desparate enough, a starving human will eat anything that moves and that he can catch. Bugs and grubs are good eatin', for instance, and can preserve life for a very long time. I am no wilderness buff, but I can spot probably two or three edible plants that I'm certain of in my home climate.

Of course, it takes time to forage. Thus the 1/2 movement rate.

Of course, IRL, the season is a very improtant factor. Try foraging in winter....
 

LazarusLong42 said:
So, here's the deal. A check of 10 or higher on Wilderness Lore allows you to move overland at half your base speed without needing to carry fod or water.
There's no stipulation that I see that says you can't take 10 on this check--and if you're doing it over the course of a day, obviously you're not hurried at all, so you should be able to take 10. And you can use the skill untrained.


The notion of "taking 10" from the SRD is "When the character is not in a rush and is not being threatened or distracted." Now, I might rule that any time you are hunting in the wilderness you are yourself potentially being threatened and thus taking 10 is a no-no. Unless you want to intentionally forgo all spot and listen checks. Then you can take 10, at least as soon as I get done with the evil GM laugh.

Then there's the concept of seasons and weather. Storms make it harder to find food due to lack of visibility, reduced speed, and fewer animals about; my region gets about 100 rain days/year, or 25% of the time it's raining. Even if only half are during storms, 1 day a week you've got real problems. Winter should doubles the difficulty of finding food, at least, as plants shut down and animals begin hibernating.
Hit a desert, marsh, tundra, or just foreign terrain and it gets worse.


So... why carry rations? Hunter-gatherer mode probably nets you more food, not to mention tastier food


Right. No offense, but the eat-off-the-land tactic has never been a particularly tasty one. You eat beech nuts, squaw cabbage, wild onions, pine nuts, squirrels, rabbits, chipmunks, possum, the rare fruits & berries, and lots of boiled roots & grasses. You wont starve, but happiness is not your lot in life.

I'm not saying I wouldn't get tired of jerky, salted fish, dried fruit, granola, and crackers, but it's nice to have options.


As long as time is not of the essence, you can still get 8-10 miles a day doing this.

First problem is that half speed means half speed. Overland trips can often take weeks to months, doubling that is painful. E.g. The overland distance from the city I'm in now to the state capital is about 100 miles of slightly hilly terrain. It would take me about 2 weeks to get there with rations and a month without. Round trip we're talking 2 months. Trail rations are expensive, but rarely are players so broke that they can't afford it.

Oh sure, some metagamers will say that more road time means more random encounters. True 'nuff, but most random encounters are rather piddly things (wolves, the ocassional troll, a few bandits) compared to the core adventure itself. It seems like twice as many adventures would be more worthwhile than twice as much random encounter.

Then there's the concept of exposure. Short trips mean short exposure. If you are on the road twice as long, you have double the odds of having an incident. In reality, the odds go up more than double since a slow moving creature is more likely to draw hunter/tracker beasts like wolves. By foraging you are splitting up, making you prime victims for the pack animals. While they may not be a real threat to the party directly, watch and see the fun if they kill a few of the party's horses. Do they spend the 500gp to raise the horse (negating any and all cost savings from not buying rations), convince the wizard to start burning spells each day to conjure a Mount, or slow down even more as they overload their remaining mounts?

My party tends to rely on the cleric for supplies, but they've got a standing rule of at least 5 days supplies for everyone, including mounts. They do it for those days the cleric needs all his spells for healing, in case the cleric ever gets hit by a poison that incapacitates or kills him, and sometimes because you can beat some encounters by just giving the hungry beast food.
 

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