FORAGING: Characters travelling in the wilderness may attempt to search or hunt for food, either to extend their normal supplies or prevent starvation. Searching for food may be done while travelling. If 1 is rolled on a d6, the party will have found enough to feed 1-6 men for one day. This food will consist of nuts, berries and possibly small game. To hunt, characters must spend a day without moving. There is a 1 in 6 chance of having an encounter from the Animal Subtable on the Wilderness Wandering Monster Tables. This encounter is in addition to any normal encounter rolls for the day. Days spent resting cannot be used for hunting.

Cook, ed. Dungeons & Dragons Expert Rulebook, 1981, p. X51

I love the simplicity of this mechanic, and in my experience resolving attempts to forage or hunt during play is super quick and non-intrusive. Although the rule as described above allows for an actual encounter when hunting, I usually handle hunting just as abstractly as foraging to keep the game moving. With that said, I would certainly play out a hunting encounter depending on the context and feel of the gaming session. The AD&D Wilderness Survival Guide which came out in 1986 provided four pages on how to handle foraging, hunting, and fishing. Sure, that’s great for times when you need a bit more complexity and detail; however, I’ll take a solid one paragraph mechanic over four pages of unnecessary complexity for my games.

In my current B/X game, I have a player using a homebrew hunter class. For wilderness-related skills, I simply use Cook’s guidelines for foraging and hunting. I find it unnecessary to have a separate list of skills for tracking, setting traps, skinning an animal, and so forth. For me, a mechanic that allows a character to hunt both small game and larger game abstractly assumes that characters can, to some extent, track or set small game traps. One can even expand the conceptual scope of this mechanic to broadly include all actions related to wilderness survival. For a dedicated hunter class, I allow the character to begin with a 2-in-6 chance at foraging/hunting/wilderness survival, and this skill improves by 1 for every three levels of experience. Easy.

LevelForaging/Hunting/Wilderness Survival
1-32-in-6
4-63-in-6
7-94-in-6
10-125-in-6
13-146-in-6*
Possible Progression for Wilderness Survival in B/X D&D

*As in the d6 system found in Lamentations of the Flame Princess, to maintain a chance to failure when a “6” is rolled, roll again. If a second “6” is rolled, the attempt fails.

Of course, one does not need a dedicated hunter class in order to handle players that just want their characters to have the opportunity to gain more experience and training in foraging, hunting, and other wilderness-related skills. D. H. Boggs over at Hidden in Shadows wrote a recent post about character education that offers one possible, and simple, method to handling something like this.

So here is what I do, and here is what I recommend. For any thing a character wants to learn or any skill they wish to acquire, I assume it will take them a number of months of continuous study to master. The number of months is equal to 20 minus their Intelligence score for any cerebral subject, or minus their Strength score for any purely strength based activity, or minus their Dexterity score for activities requiring a steady hand and a quick eye.

D. H. Boggs, “Education for character variability”

Personally, for something like wilderness survival I would probably just use the wisdom ability score, although one could certainly make arguments for scores like intelligence and dexterity. One could even use the average score of multiple ability scores to determine the number of months; however, I tend to avoid this kind of additional complexity. So, for example, a player running a fighter with a wisdom score 14 would be allowed to improve foraging/hunting to a 2-in-6 chance after six months of experience/training. This could entail six months of time spent surviving in the wilderness, or perhaps six months under the tutelage of someone like a trapper or hunter. Again, nice and easy.

Now, I also allow my players to forage for medicinal plants to make various herbal remedies, and this is related to all that has been discussed above. However, I’ll return to that topic in another post since I am beginning to smell what is sure to be a wonderful breakfast. Saturday family time!