Modified Survival Rules (4e Variant Rule)

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These rules were made to improve the immersion of D&D 4th Edition. the 4e rules were generally too lax when it came to the survivability of the Player Characters. Some of the rules made the Player Characters super-human regarding their needs (e.g., not eating for 3 weeks before making a single check).

Starvation[edit]

A Player Character, or PC, should consume about one pound of food per day to avoid starvation. Rations and meals, both common and feast, fill this daily need. Journeybread can fulfill ten days worth of hunger, despite its weight. This is because of its magical properties.

If the PC does not eat for three days, they must make an Endurance check (DC 10). If they succeed, it buys them another day before they must make another Endurance check of increased difficulty (DC 15, 20, and so on). If they fail the check, see Check Failure.

Thirst[edit]

A PC should consume about one half of a gallon of water a day to avoid thirst. The waterskin can hold enough water to fulfill this daily requirement. The flask however, can only hold a pint, and is recommended that it is only used to hold utility liquids (oil, wine, etc).

The PC can go with out water for one day plus their Constitution Score in hours. If the Player does not drink for that period of time, they must make an Endurance check (DC 10). If they succeed, it buys them another day before they must make another Endurance check of increased difficulty (DC 15, 20, and so on). If they fail the check, see Check Failure.

Suffocation[edit]

A PC can typically hold their breath for one minute under normal circumstances. At the end of one minute without breathing or without enough air in an area to breathe, they must make an Endurance check (DC 10). If they succeed, it buys them another minute before they must make another Endurance check of increased difficulty (DC 15, 20, and so on). If they fail the check, see Check Failure.

In strenuous situations, such as combat, going without air is much more difficult. A PC holding their breath during underwater combat, for example, must make a DC 20 Endurance check at the end of their turn. Every round the PC goes without air in a strenuous situation, they must make another Endurance check that increases in difficulty (DC 25, 30, and so on). The same consequences apply.


Check Failure[edit]

If the PC fails any of the Endurance checks, they lose one healing surge and become Fatigued. If the PC does not have any healing surges left, they take 1d6 of damage. All surges lost and damage taken from hunger, thirst, or suffocation cannot be regained until the PC eats, drinks, or breathes.


Notes[edit]

The Endurance checks made for Hunger, Thirst and Suffocation are independent from each other. If a PC is both hungry and thirsty, they must make two independent checks for both, and suffer the consequences for them individually.


Regaining Lost Health[edit]

If the PC takes an extended rest, they are no longer fatigued. However, the surges and HP do not return. All surges lost and damage taken from hunger, thirst, and/or suffocation cannot be regained until the PC eats, drinks, and/or breathes.



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