| The damage system | Food | Notes | Water | Notes |
| Demi-humans and other creatures | - | - | - | Double trouble |
| Advanced Dungeons & Dragons | - | Dragon #107 | - | Dragon magazine |
Too often, a wilderness adventure
is reduced to abstracts. Travelling
from one point to another
is accomplished with ease and, except
for an occasional wandering
monster, few hardships. But a character
is not superhuman; he is
affected by weather, natural obstacles,
disease, and a hundred other
details that conspire to make his life
miserable. A little
realism adds interest to the campaign, and instills
in players a healthy respect
for the dangers involved in wilderness
expeditions.
This article addresses an
aspect of the Game that tends to be ignored
by DMs and players alike.
In many cases, the need for food
and water is dispesed with
altogether. Yet the rules on the subject
are extensively developed:
a section of the price table in the
Players
Handbook is
reserved for provisions, and spells like create food and
water or purify water, as
well as the psionic discipline mind over
body were clearly intended
to have useful applications. Besides, it
stands to reason that the
greatest danger to travelers in the desert is
not the monsters
they might meet.
In game terms, then, these
guidelines fill a gap in the rules. In
terms of playability, they
introduce a new dimension of danger to the
most mundane adventure.
How tiresome it would be if monsters and
traps were the, only dangers
to be faced! Much more terrible fates
can await the incautious
adventurer. . . .
Far from being an arbitrary
system of damage, this is a Game
interpretation of medical
facts. As such, it is as accurate as possible
while preserving simplicity
and playability. It is not, by any means,
a medical dissertation,
and it should not be treated as such.
The damage
system
Using HP for damage from
hunger and thirst proves unsatisfactory.
Why should a Necromancer,
for example, be able
to survive without food
and water longer than a Veteran?
Isn't the fighter the most
physically powerful and resistant character
class? For that matter,
how would experience with fighting or spell
use help one survive physical
deprivations? Evidently, another factor
must be used, one which
quantifies physical endurance. The CON
score is ideal for this
purpose.
Food
There are no detrimental
effects for going 1 full day without
food, provided that the
character concerned has been well nourished
for at least 2 weeks beforehand.
After he has spent 1 day without
eating, consult the following
rules.
A character may survive without
food for a number of days equal
to his CON
score tripled. This period of time is modified as
follows:
| Condition | Modifier |
| Little physical activity (resting) | +8 days |
| Hard exertion* | -8 days |
| Extreme heat (above 100°F) | -3 days |
| Cold conditions (below 0° F) | -4 days |
| Extreme cold (below 0° F) | -6 days |
| Starvation rations** | Special |
* -- Forced marches, mountain-climbing,
or any constant, daily activity requiring considerable exertion.
** -- See note 4 below on
rations.
The resulting number of days
is divided into 3 equal parts, or
"phases" (for simplicity's
sake, round fractions to the nearest whole
number). Under no
circumstances may each phase be less than 2
days in length.
For example, say the subject's
CON score is 12. Tripled,
this becomes 36. This
is modified for hard exertion (-8 days) in
extreme heat (-3 days),
for a total reduction of 11 days. The result
is 25 days. Each phase,
then, is 8 1/3 (rounded to 8) days long.
Starvation effects table
| Phase | Str | Dex | To
hit |
AC | Chance
of spell failure |
HP | Move |
| 1 | -2 | Normal | -1 | 0 | None | x 3/4 | Normal |
| 2 | -3 | -1 | -2 | -1 | 10% | x 1/2 | x 3/4 |
| 3 | -4 | -2 | -3 | -2 | 20% | x 1/4 | x 1/2 |
Notes
1. STR or DEX scores of 0 or lower
result in death.
When the STR score falls below 3, movement is reduced to 1",
no more than 15# of equipment and armor may be carried, and
fighting is at -4 to hit and -3 to damage (cumulative with the
modifiers on the table).
A DEX score lower than 3 precludes missile combat attacks or
spell casting with somatic or material components. The defensive
adjustment remains, at +4 and the reaction/attacking adjustment
(for the purpose of surprise situations) remains at -3.
2. Note that a low DEX score affects AC, in addition
to the modifiers on the table. In the same manner, a drop in
the
STR score will often affect "to hit" probability.
3. The process of starvation is reversed if one resumes eating.
For
example, a character who began to eat after progressing 4 days
into the 2nd phase would slowly begin to recover, spending 4
more days in the 2nd phase before reaching the 1st phase again
-- and so on. Of course, if he ran out of food, the process of
deterioration would resume.
4. Rations are, by their very nature, the lowest possible quantities
which will sustain a character without harmful effects. However,
consumption of starvation rations (as low as 1/2 the normal ration)
will stave off starvation for some Time. While the character
is living
on these rations, he is considered to be on the 1st day of th e1st
phase. Although he will NOT progress past this point while on
starvation
rations, he is subject to all the annoying effects of the 1st
phase. A character may survive in this manner for up to 2
months, after which starvation rations have no effect; to be able to
USE them again, he must recover (that is, be well nourished for at
least 3 weeks thereafter).
Water
On any expedition, water is the key to survival.
Getting lost in a
desert or dungeon can have terrible consequences.
Much more so
than hunger, thirst can bring an adventurer to
his knees in a matter
of days. Thirst effects are immediate;
there is no day of reprieve, as
with hunger.
Under conditions of little physical activity,
a water ration is approximately
1 quart per day; this is doubled under conditions
of
extreme heat (above 100 <degrees> F).
A character may survive without water
for a #number# of days =equal= to 1/2 of his
CON score.
(round to the nearest whole number). This
is modified as follows:
| Condition | Modifier |
| Exreme heat (above 100 <degrees> F | -2 days |
| Hard exertion | -1 day |
| Dry conditions (below 25% humidity) | -1 day |
Again, the result is divided into three equal
phases. Due to the
relatively small period of time involved, do
not round off fractions.
Each phase may never be less than 1/3 day (eight
hours) in length.
Thirst effects table
| Phase | Str | Dex | To hit | AC | Chance of spell failure | HP |
| 1 | Normal | -1 | Normal | -1 | 10% | x 3/4 |
| 2 | +3 | -3 | +1 | -3 | 30% | x 1/2 |
| 3 | +1 | -5 | Normal | -5 | 50% | x 1/4 |
Notes
1. For the effects of low dexterity scores, see
the earlier notes on
the subject. Great feats of strength are often
possible when one is
suffering from the ravages of thirst. When dealing
with exceptional
strength,
raise strength by one line on Strength Table II: Ability
Adjustments (p.9, Players Handbook),
for each point of strength to
be added. For example, a character with a strength
of 18/70 enters
the second phase on the Thirst Effects Table.
The strength adjustment
is +3, so he rises three categories on the table,
to 18/00.
Strength scores may temporarily rise
higher than 18/00; for the
effects of such scores, refer to the
girdle of giant strength description
(on p.145 of the DMG) for
"to hit" and damage bonuses.
<STR scores
higher than 18/00 are Now on the STR table>
2. During the 2nd and 3rd phases, a save of
a character's
wisdom or lower on a d20 is required to AVOID
moving at
maximum SPEED toward any source of water, regardless
of the danger
involved or the quality of the water itself.
Even salt water might
be consumed (see note 7 below).
During the 3rd phase, the dice
roll is modified by +5.
3. During the third phase, hallucinations and
delirium are 80%
probable (check every day). Furthermore, there
is a 5% (cumulative)
chance per day of a character going permanently
insane. Roll a
d10; hallucinatory
insanity (1-5); hebrephrenia
(6-8); or catatonia
(9-10) will result. These conditions are described
on p.84 of the
DMG. In all cases except catatonia, the
subject will continue to
recognize the value of water ? and actively seek
it.
4. A water starvation ration will not prolong
the life of a character.
It will, however, allow him to preserve his mental
faculties (i.e., he
will not be affected by insanity).
5. The process of thirst may be reversed as was
described earlier
for hunger. However, complete recovery takes
an extra ten days,
during which time the character is subject to
the effects described
for phase one.
6. A waterskin holds roughly two quarts of water,
and a flask
about half a quart. A seven-quart waterskin,
designed to be carried
by a horse, could also be made available. This
would weigh 20 gp
(empty) or 170 gp (full).
7. Wine and beer are adequate
substitutes for water. Hard alcohol
or salt water, on the other hand, only increase
thirst. Consumption
of these liquids results in a +3 modifier on
the die roll described in
note 2, in this section.
8. Cure wounds spells do not reverse the effects
of hunger and
thirst, for these effects are NOT considered
wounds. By the same
token, a cure disease spell is NOT useful in
this respect. Heal would
not prevent hallucinations, but it would cure
permanent insanity.
9. A cubic foot of water (see the cleric spell
create food and water)
is equivalent to one gallon, or four quarts,
of water.
Demi-humans and other creatures
Due to their size or preferred environments, creatures other than
humans have widely differing food and water requirements., A few
are included in the short list given below, which can serve as a starting
point for determining figures for other creatures if they are
needed.
| Creature | Food required | Water required | Constitution equivalent |
| Elf, half-arc, dwarf | As human | As human | As rolled |
| Hobbit, gnome | x 1/2 | x 1/2 | As rolled |
| Giant (hill) | x 3 | x 3 | 15 |
| Dog | x 1/3 | x 1/3 | 5 |
| Horse, camel* | x 3 | x 2 | 8 |
| Snake, lizard | x 1/20 | Negligible | 18 |
| Eagle, falcon | x 1/3 | x 1/3 | 8 |
| Giant eagle | x 7 | x 4 | 12 |
* -- A camel can go 2 weeks without water without harmful effects.
Double trouble
A creature deprived of both food and water
receives the combined
effects of each deprivation. For example, a character in the second
phase on both tables would have a -4 dexterity modifier, a -1 ?to
hit,? a 4-step penalty to AC, and a 40% chance of spell failure. His
+3 strength bonus would be entirely offset by the -3 penalty. Hitpoint
penalties are not cumulative.
Bibliography
Guthrie, Helen Andrews. Introductory Nutrition. St. Louis:
Mosby, 1975. Third ed.
Hainsworth, F. Reed. Animal Physiology: Adaptations in Function.
Reading, Mass.: Addison-Wesley, 1981.
LETTERS
Turning up the volume
Dear Dragon,
I beg to differ with Paul Hancock's otherwise
excellent article on "When rations run out"
tissue #107). His note 9 says that "A
cubic foot of
water . . . is equivalent to one gallon."
Roughly, one cubic foot will hold about 7½
gallons. To carry this farther and out of context
with his article, a decanter of endless water
employing the geyser function will fill a 10' ×
10' × 10' room in just about 25 turns (assuming
none of the water is absorbed by the surrounding
material or otherwise drains away).
You see, I now have a flooded dungeon with a
runaway decanter. . .
Richard E. Hutson
U.S. Marines in Germany
(Dragon #112)
Right you are, Richard. We could have
avoided this mistake by simply double-checking
with a table of weights and measures . . . but we
didn?t. Incidentally, for those of you who use the
British system, a cubic foot of water is equivalent
to about 6.2gallons. -- Kim Mohan