[CONAN] Taking 10 With Survival

If you make a DC 10 Survival check, once per 24 hours, and move at half speed during that day, you can feed and water yourself off the land. For every 2 points you roll over that DC, you can feed and water another person that day.

If you make a DC 15 Survival check, you will not get lost in the wilderness.

If you've got 5 ranks in Survival, you can always tell where true north is.




Would you allow a PC to Take 10 on these types of rolls?

Mechanically, it seems to be a legal move.

But, my gut says that sometimes, no matter how good a person is at Survival, he may not find food and water (which is automatic when Taking 10 vs. a DC 10).

Sometimes he should get lost, but anybody with a few Survival points and a decent WIS will never get lost even though he has less than 5 ranks in Survival.



So...what do you think? Allow Take 10 or not?
 
The problem I have with this, is this...

It's a DC 10 Survival check to move at half speed but feed and water youself from the environment.

If you Take 10 on this, ANY type of character will succeed as long as he doesn't have a penalty WIS (WIS 9 or less). You don't even need points in Survival.

But, by RAW, Taking 10 seems perfectly legal.

Logic states that the character should have at least 1 rank in Survival, maybe more, in order to find food and water 100% of the time.
 
S4, have you checked out Hyboria's Fiercest? (p. 43). I know these rules were written for 1st/Atlantean, but I think its what you're looking for.

Scott
 
Mach5RR said:
S4, have you checked out Hyboria's Fiercest? (p. 43). I know these rules were written for 1st/Atlantean, but I think its what you're looking for.

I did, and I don't see the help there. There's nothing about Taking 10, and those rules suffer from the same problem.

For example, it's a DC 10 to avoid getting lost when on a moor with no map. If you can Take 10, it means that NOBODY will EVER get lost on the moor.
 
Mach5RR said:
S4, have you checked out Hyboria's Fiercest? (p. 43). I know these rules were written for 1st/Atlantean, but I think its what you're looking for.

Scott

Correction: I see what you're talking about, Scott. I thought those rules were used for something different. But, I see that there are different DCs for finding water and food.

Good catch.

Thanks! I'll use it in my game!

(although I still have a wee bit of a problem with the DC 10 and under checks).
 
I believe the Favourable and Unfavourable Conditions section would help cover this enough to prevent any problems.
A simple modifier- to represent many conditions from night (darkness) to desert (lack of life) is what would hamper that straytagy. And any place where food, water and shelter IS that plentiful would have its own set of "conditions"- savage tribes, dinosaurs, rabid ents and all that jazz.
At least in my campaign. A Condition Modifierto to represent endless sand, trackless forest, frigid tundra or barren hillsides the characters find themselves in.
 
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