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The Wilderness Survival Guide is a supplement to the Advanced Dungeons and Dragons (AD&D) role-playing game, written by Kim Mohan and published by TSR, Inc. in 1986 (ISBN088038-291-0).
Contents[edit]
The Wilderness Survival Guide covers adventures in the wilderness, including rules and guidelines for weather and its effects, encumbrance and movement, hunting, camping, first aid, natural hazards, fatigue, beasts of burden, and handling combat and magic in the wilderness.[1] The book also details new equipment and skills, called proficiencies, pertaining to the wilderness.[1] The book provides an overview of the types of wilderness, including desert, forest, hills, mountains, plains, coastal areas, and swamps.[citation needed]
Much of the material in the book details the environment, about terrains, major wilderness hazards, and weather. The book also covers PC resources, such as: adding to the proficiency system introduced in the Dungeoneer's Survival Guide; appropriate clothing for different climates; clarifying normal vision, infravision and ultravision; details on mounts; and rules on encumbrance and movement rates in the wilderness. The book also details how the environment affects PC activities, and includes new information on survival techniques, air and waterborne travel, combat in unusual circumstances, and magic.[2]
D&d Beyond
In addition to new abilities, the Wilderness Survival Guide introduces difficulties and handicaps that players will have to cope with, such as the effects of sleeping in armor and the ease with which a fire can get out of hand.[3] The book includes a short section entitled Starting from Scratch that shows how to design a bit of topography using a step-by-step method of creating a viable environment.[3] It includes tables dealing with encumbrance (for characters and animals), effects of wind on missile fire and waterborne vehicle characteristics, including modifiers for a thief's climbing rates, climbing for non-thieves, temperature effects and damage, reactions of animals, and effects of lack of sleep.[3] Most of the tables are reprinted at the back of the book, where there are also three pages containing different sizes of hex.[3]
D-dimer TestPublication history[edit]
Kim Mohan began working on the Wilderness Survival Guide in early April 1986, and he spent his time researching the wilderness and figuring how to translate this knowledge into rules for AD&D.[4] The book features cover art by Jeff Easley, and was published by TSR in 1986 as a 128-page hardcover.[1] The book features interior illustrations by Mark Nelson, Jim Holloway, Easley, Larry Elmore, and Valerie Valusek.
The book was repackaged with a totally new book of adventures, called Wild Things, and released in 1990, as a way to get rid of excess copies of the first edition of Wilderness Survival Guide.[5]
Reception[edit]
Carl Sargent reviewed Wilderness Survival Guide for White Dwarf No. 85, stating that a good wilderness adventure rulebook is hard to write, because of the lack of sharp discontinuities as opposed to dungeon adventures, although 'Mohan has pulled it off brilliantly.'[2] Sargent called the weather system 'splendid', and felt that the rules on encumbrance and movement rates 'make sense and work easily'.[2] He noted some odd details, such as a draft horse being able to carry 80% of the load of an elephant, and the fact that druids gain wilderness proficiencies slower than any other class. However, he felt that 'for every error there are a dozen good points of details; the WSG gets proficiency checks 'right', correcting a major DSG error'.[2] He felt that the book provides valuable material not only for AD&D, but for any D&D, RuneQuest, or Middle-earth Role Playing game master. Sargent praised Kim Mohan's writing style, calling the book 'the best written rulebook I've ever read; indeed, for style and content the WSG is the best AD&D book to date'.[2] Sargent concluded his review by stating, 'This book will revolutionize wilderness adventuring. It makes the wilderness more challenging, dangerous and exciting than almost any dungeon ⦠Simply, the Wilderness Survival Guide is absolutely terrific.â[2]
Robin Parry reviewed the Wilderness Survival Guide for the British magazine Adventurer #7 (February 1987).[3] He points out the need for a DM to be prepared to deal with facts concerning the natural (and unnatural) world, in order to run a credible campaign: 'No book can completely alleviate the need to develop the odd interest in, say, geology or obscure tribal customs, but the Wilderness Survival Guide answers most of the questions likely to be asked when players venture in the wilds.'[3] He comments that the book 'deals with the many aspects of outdoor adventuring [..] with comprehensive clarity'.[3] He calls the Starting from Scratch section 'sensible' and wonders 'why this section is reserved for the Dungeon Master's eyes only, as it is no more revealing of pertinent facts than the rest of the book'.[3] He felt that the information on weather 'is dealt with, as completely as anyone but the most niggling simulationist could wish. The system presented is eminently usable and covers (as do all the climatic bits) the tropic, the arctic, and everything in between.'[3] He found some of the tables particularly useful, 'although all the tables should prove valuable sooner or later'.[3] Parry complimented the look of the book: 'Another admirable Jeff Easley illustration graces the cover, the drawings inside range from good to poor. Printing and production are, as usual, good; no typos or glaring gaps.'[3] He also complimented the writing: 'Kim Mohan has written a worthy companion volume to Doug Niles' Dungeon Survival Guide, especially considering that the subject is much broader.'[3]
References[edit]
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Survival (Wis)Check
You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.
Survival does not allow you to follow difficult tracks unless you are a ranger or have the Track feat (see the Restriction section below).
Epic Check
You can ignore the effects of terrain on movement and withstand even the harshest weather. If you are capable of tracking, you can identify the races of creatures being tracked. (See above table.)
Wherever you are, you can determine the direction to a location on the same plane.
With a successful check, you know the direction to the desired location. This merely points you in the direction of the location; it doesnât provide you with information on how to get there, nor does it take into account any obstacles in the path. âVery familiarâ represents a place where you have been very often and where you feel at home. âStudied carefullyâ represents a place you know well, either because you have been there often or have used other means to study the place. âSeen casuallyâ is a place that you have viewed more than once, but which you have not studied. âViewed onceâ is a place that you have seen once, possibly using magic. âDescription onlyâ is a place whose location and appearance you know through someone elseâs description.
Action
Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
Try Again
Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes(indoors) of searching. https://powerfulquality.weebly.com/how-do-i-install-dmg-file.html.
Restriction
While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC for the task is 10 or lower, only a ranger (or a character with the Track feat) can use Survival to follow tracks when the task has a higher DC.
Special
If you have 5 or more ranks in Survival, you can automatically determine where true north lies in relation to yourself.
A ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.
If you have the Self-Sufficientfeat, you get a +2 bonus on Survival checks.
Synergy
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains). Convert iso to dmg windows.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.
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