Characters require food and shelter in order to function, so they must provide themselves with both. This is generalised as the character's Lifestyle. A luxurious Lifestyle comes with benefits, while being out in the elements for too long is detremental to the character's health and well being. Lyfestyle can be attained in three ways: Property, Room & Board, and survival skills. The more ammenties their Lifestyle provides, the more bonusses the character recieves, as shown in the Lifestyle table. Lacking shelter and food can result in penalties.
No rest
If a character does not have sufficient food and shelter during their adventuring day, their long rest is adversely affected. These characters gain one level of exhaustion, and lose 50% of their hit dice maximum for the following adventuring day.
Property
A long as a character owns property in a location, they can gain the Lifestyle associated with their property's Wealth. This requires them to have acces to their property, and be able to spend their long rests there.
A character can provide Lifestyle to others by sharing their property, as long as their property can accomodate the number of guests. The guests only recieve the Lifestyle bonus if they pay half the Lifestyle price. If they do not pay this price, their Lifestyle counts as Modest.
Room & Board
A character that lacks property can buy Room & Board. This is usually a tavern, dormatory, or hotel.
A location must be able to cater to the desired Lifestyle for the character to buy it. For instance, a small village might not have facilities that offer a Lifestyle higher than Comfortable. The prices for buying Room & Board are depicted in the Lifestyle table.
Survival
If no food or shelter is available, or characters lack the funds to aquire them, they can provide both themselves. Providing food and shelter requires a survival check, where the difficulty is set by the environment. It is easier to find food an water in a temperate forest than in the dessert, and easier to find shelter in the hills than on a small deserted island. Succeses provide a Modest or Comfortable Lifestyle, while failure forces the character to have a Disagreeable Lifestyle. Additional successes provide ingredients for crafting consumables.
Providing shelter takes time, often multiple hours depending on the quality of the character's camping gear. Providing food and water takes a similar amount of time. Foraging for food can be done while traveling, but this prevents the party from traveling stealthily or quickly.
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