Advice on changing camping/wilderness rules
Hi all, I’ve been finding the default wilderness camping rules unappealing and want to get your thoughts on my issues and the solution I came up with.
My understanding is that every character rolls bushcrafting and a failure means they get no rest or healing for that shift. Even with pushing rolls or other characters helping (and delaying their rest to the next shift) characters that don’t specialize in bushcrafting tend to fail often. It leads either to journeys that can boil down to a series of camping failures before reaching an adventure site or it leads to every character specializing in bushcrafting and the party becoming a bit more homogeneous.
My solution has been to have everyone but the pathfinder roll some ability to help the pathfinder set up camp - like watching for signs of monster activity, serving as a look out, searching for traps or hidden environmental dangers. Each success gives the pathfinder a boon on the bushcrafting roll to actually set up the camp, and each failure or inactive party member adds a bane to the pathfinder’s roll. The idea is that the pathfinder is taking extra effort to find and set up a camping spot for every other companion, and their help or lack of support changes the challenge of the task. If the pathfinder’s bushcrafting roll ultimately fails, a random event or mishap occurs related to the failing rolls of the party. So long as they survive that event, they can then gain the benefits of camping.
What do you all think? I’m also toying with applying roughly the same approach to wilderness journeys.