Dungeons & Dragons Online

Camping Rules V2.0

Like a bad penny, I am back!

Several weeks ago I made this post about my homebrew camping rules, inspired by Pathfinder: Kingmaker. After everyone's much appreciated comments and critiques I have made a host of revisions. Hopefully making a more fun, streamlined, and enjoyable rule set. That being said, these rules still aren't for everyone. Consider these rules if you want a more gritty, in depth camping experience. One where long rests are more rare, filled with random encounters, lots of crunch, and opportunities for great success or failure.

Change log:

  • I now use a d20 system instead of d100, it's also flipped, so rolling low is now bad.
  • I've simplified almost every task and nerfed their rewards and potential de-buffs.
  • I've almost doubled the amount of camp tasks your party can perform, giving them more versatility.
  • There is now a stipulation that you must be proficient with the tied skill for some of the more advanced tasks, meaning not every party is going to be getting that damage buff every long rest.
  • I've added a saving throw to almost every de-buff they receive upon rolling a Nat 1, meaning there's a lower chance of catastrophic failure.
  • I've vastly decreased the chance of rolling a random encounter and added a range where encounters are now specifically non-combat. The chance of rolling a non-modified combat encounter in your typical forest camp is now 3/20 or 15% .
  • However, the threat of encounter is still very much present if the party does not take a Hide the Camp action, especially in dangerous or lethal environments (In my humble opinion, any party that camps in Elemental Plane of fire without trying to hide their camp at all deserves at LEAST a 50/50 encounter chance).

Anyway, enjoy and please let me know what you think! I'm always looking to improve.


Camping

Each time the party camps in the wilderness, roll a D20 to determine if an encounter occurs. If you roll a 6 or lower (the Encounter Threshold), an encounter happens. This roll can be modified by both the environment and party actions called Camping Tasks, increasing or decreasing the Encounter Threshold. Each party member gets one action to spend on a camping task, and each task can only be taken once (except for Help and Take Watch). The Tasks are split into Simple and Proficient Tasks, anyone can perform Simple Tasks, but a PC must be proficient in the tied skill to perform a Proficient task.

Encounter Ranges:

The lower below the encounter threshold you roll, the harder the encounter. Not every encounter type can be reached in your typical camp. For example Lethal Encounters can only be reached in Lethal environments paired with at least 1 critical failure.

  • 0-2 below: Non Combat Encounter
  • 3-4 below: Easy Encounter
  • 5-6 below: Medium Encounter
  • 7-8 below: Hard Encounter
  • 9-10 below: Deadly encounter
  • 11+ below: Lethal Encounter

Non-Combat Encounters:

There is a slightly greater margin for non combat encounters. These are encounters designed to test your players without involving combat.

Examples:

  • A goblin sneaks in and attempts to steal rations.
  • An owl hooting keeps them up at night.
  • A wolf prowls on the edges of the firelight, making the horses uneasy.
  • A Killmoulis begs for food, turning it away makes it spiteful.
  • A fickle hag curses a party member to dance all night long.
  • A bandit is spying on their camp, he doesn't want to fight, but if he tells his friends the party is here, it could cause a problem.

Environmental Modifiers:

Different environments and the naturally occurring danger therein can increase or decrease the Encounter Threshold.

  • Safe (Around town or in developed regions): -2
  • Normal (Typical Wilderness, decently traveled roads): +0
  • Dangerous (Cursed landscapes, untamed mountains): +2
  • Lethal (Dungeons crawling with creatures, Other planes of existence): +4

For example:

The Encounter Threshold for long resting in the Elemental Plane of Fire (Lethal) without hiding your camp would be 10. Meaning a roll of 10 or lower would generate an encounter. A roll of 7 or lower would be needed to generate a combat encounter.

However the ET for camping just outside of a fairly safe town would be a 4. Rolling a 2-4 would generate a non combat encounter, and only a roll of 1 on a D20 would generate a combat encounter.

Optional Rule:

Any resource spent during Camping to creatively aid, negate, or change how a roll is made is NOT recovered by the long rest, and remains spent. The same goes for resources spent during a combat encounter at night. The exception is HP, all lost HP is fully restored by morning.

This rule is intended for gritty survival type games.


Camping Tasks – Simple

Take Watch:

  • This will be split up between two watches, first and second. If an encounter happens, your Wisdom (Perception) rolls (typically opposed with an enemy's stealth roll) will determine if there is a surprise round or not.

    • Failure means the enemies get a surprise round.
    • Success means nobody does.
    • Beating the opposed roll by +5 means the members on watch get a surprise round.
  • Roll 1D2 to determine if the encounter happens on the first or second watch.

  • If nobody is taking that watch, the enemy gets an automatic surprise round.

  • It's possible for the watch to avoid an encounter through creatively expending a resource (spell slot, gain level of exhaustion, etc.); any resource spent during camping is not recovered by resting.

  • You can choose to take watch while attempting a different camp check, however, both roles are then made with disadvantage.

Hide the Camp:

  • Roll a DC 10 Dexterity (Stealth) check to determine if the camp is well hidden.
  • A success subtracts -2 from the Encounter Threshold. Every +5 on the roll subtracts an additional -2 from the Encounter Threshold.
  • For example: In a Dangerous Environment (ET 8), rolling a 10+ would subtract the Encounter Threshold down to a 6. A 15+ would make it 4. A 20+ would make it 2. and a 25+ would make it a 0.
  • On a natural 1, add +2 to the Encounter Threshold instead.

Hunt and Forage:

  • Make a DC 10 Wisdom (Survival) check. On a success you find 2 rations of food. For every +5 past 10, you find an additional 2 rations of food.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, the character who was hunting must consume twice as many rations as they range farther away.

Scout the Landscape:

  • Make a DC 13 Strength (Athletics) check to climb up high and get your bearings. On a success, gain advantage on any Wisdom (Survival) checks to navigate the landscape that happen the following day.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, the Scouting character must make a DC 12 Constitution saving throw or take 1 level of exhaustion (that does not go away until the following long rest).

Cook:

  • Make a DC 13 Wisdom (Chef’s Utensils) check to cook a fine meal. On a success, roll a number of D4's equal to your Proficiency Bonus. The party gains that number in Temporary Hit Points.
  • This temp HP lasts until they take a short or long rest.
  • If you have the Chef feat, taking this action does not stop you from using that feat.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Constitution Saving throw or be Poisoned. The Poisoned condition lasts until the next long rest, or until they are cured by other means.

Guided Meditation:

  • Make a DC 14 Intelligence (Religion) check to lead your party in meditation or prayer. On a success the party can add half of your proficiency bonus (rounded down) to Intelligence, Wisdom, and Charisma Saving throws the following day, unless they are already proficient in that saving throw.
  • This bonus lasts until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Wisdom saving throw or instead subtract your proficiency bonus (rounded down) to Intelligence, Wisdom, and Charisma Saving Throws until the next long rest .

Group Training:

  • Make a DC 14 Strength (Athletics) check to lead your party in training and exercise. On a success the party can add half of your proficiency bonus (rounded down) to Strength, Dexterity, and Constitution Saving throws the following day, unless they are already proficient in that saving throw.
  • This bonus lasts until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Constitution saving throw or instead subtract your proficiency bonus (rounded down) to Strength, Dexterity, and Constitution Saving Throws until the next long rest .

Perform:

  • Make a DC 10 Charisma (Performance) check to entertain the party. On a success, everyone in camp can add half your proficiency bonus (rounded down) to their camp checks.
  • On DC 15+ , everyone can instead add your full proficiency bonus to their camp checks.
  • On a DC 20+, everyone additionally gains one use of bardic inspiration that lasts until their next long rest, or until used. If the performer is a Bard, it is equal to the size of their current inspiration die, if they are not a bard, it's a D6.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Constitution Saving Throw, on a failure they instead subtract your proficiency bonus from their camp checks instead.

Help:

  • Instead of performing your own task, you assist a comrade in theirs.
  • Forgo your camp action to give advantage to one other roll, however, you must be proficient in the skill used.

Camping Tasks – Proficient

Craft:

  • Make a DC 14 Tool Proficiency check to craft a valuable item. On a success, Roll a number of D8's equal to your proficiency bonus. You create an item that can be sold for that amount of Gold pieces.
  • If you roll a natural 20, you create a masterwork item. Take the gold value and double it.
  • On a natural 1, add +1 to the Encounter Threshold. In addition lose gold equal to twice your level (if you can) as you waste resources.

Sharpen the Blade:

  • Make a DC 15 Intelligence (Tinker or Smith's Tools) check to hone the parties melee weapons. On a success the party can add half your proficiency bonus (rounded down) to melee damage rolls.
  • This bonus last until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Intelligence Saving Throw, on a failure they instead subtract half your proficiency bonus (rounded down) from melee damage rolls until the next long rest as they fail to notice your disastrous tampering.

Maintain the Bow:

  • Make a DC 15 Intelligence (Woodcarver, or Tinker Tools) check to upkeep the parties ranged weapons. On a success the party can add half your proficiency bonus (rounded down) to ranged damage rolls.
  • This bonus last until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Intelligence Saving Throw, on a failure they instead subtract half your proficiency bonus (rounded down) from ranged damage rolls until the next long rest as they fail to notice your disastrous tampering.

Harden the Armor:

  • Make a DC 17 Intelligence (Leatherworker or Smith's Tools) check to mend armor. On a success the party can add half your proficiency (rounded down) to their AC if they wear armor.
  • This bonus last until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, everyone must make a DC 12 Intelligence Saving Throw, on a failure they instead subtract half your proficiency bonus (rounded down) from their AC until the next long rest as they fail to notice your disastrous tampering.

Harness the Weave:

  • Make a DC 16 Intelligence (Arcana) check to tap into a wellspring of magical power. On a success the spellcasters in your party can choose to add half your proficiency bonus (rounded down) to Spell Attack Rolls for Cantrips.
  • This bonus lasts until they take a short or long rest.
  • On a natural 1, add +1 to the Encounter Threshold. In addition, all spellcasters must make a DC 12 Wisdom Saving Throw, on a failure they instead subtract half your proficiency bonus (rounded down) from Cantrip Spell Attacks Rolls until the next long rest as they fail to resist your ritual gone awry.

Source

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