u/CrimsonComet0079

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.

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u/CrimsonComet0079 — 3 days ago
▲ 11 r/osr

Improving S&W Fighter multiple attack?

I’ve been getting into odnd and Swords and Wizardry more, and want to run a 4 character group for solo play (adjusting # of monsters for the smaller group). However, I’m worried the fighter would become less enjoyable relative to the rest of the group at higher levels, as the multiple attacks feature is limited to 1HD creatures which seem to disappear from the random encounter tables past level 6.

I know I could adjust the random tables to have more 1 HD enemies appear, but would prefer to adjust the Fighter multiple attacks to remain more effective at higher levels. Are their common suggestions for this?

My current thinking is changing it to be like cleave, after a melee kill the Fighter can make an additional attack within the same melee range per their level. Another idea was to increase the multiple attacks HD limit to 1/3 fighter level (starting at 1HD). I would greatly appreciate any advice from more advanced experience players!

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u/CrimsonComet0079 — 2 months ago