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Fenhorn
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Re: Food and Bases: Not workable?

Thu 10 Mar 2022, 22:54

Found a storage chart here. I don't know accurate it is though, but the ones that wrote it seems to know more than I do (regarding this, that doesn't mean much). According to that, 4-6 months for potatoes and the like. Other foods like meat needs to be preserved though. I also found a (Swedish) magazine about how to build your own root cellar and in that they wrote that it is very important what you have in it and where. Combining two different types of food can spoil both quickly. So perhaps a survival skill roll every now and then is in order to see how it goes.
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Viperion_NZ
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Re: Food and Bases: Not workable?

Fri 18 Mar 2022, 13:11

OK so after doing a bit of google research and talking it over with the group, we've come up with this as an additional base facility:

Pickling/Preserving Plant
You have constructed facilities for pickling, brining, drying, or salting food. Spend a shift and roll Survival (Cook). You convert 2d6 wild food per success into Field Rations. If the roll is unsuccessful, nothing happens. On an unsuccessful pushed roll, 1d6 wild food per "1" on the dice are spoiled.
Prequisites: Basic Tools, 5 general spare parts
Time: One week
Skill: Survival (Cook)
 
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omnipus
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Re: Food and Bases: Not workable?

Tue 22 Mar 2022, 00:49

I don't like rolls that turn immediately into other rolls, and I don't like "nothing happens" (especially for essentially rote mechanical tasks), but other than that it seems workable enough.
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Viperion_NZ
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Re: Food and Bases: Not workable?

Tue 22 Mar 2022, 06:42

It's a modified version of "Cooking" (p148 in the Player's Handbook) but with spoiling the food as a result of failure rather than having to track that particular piece of food because of food poisoning (which is a very bookkeeping heavy rule I don't like at all)
 
andresk
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Re: Food and Bases: Not workable?

Tue 22 Mar 2022, 20:16

 
marroon69
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Re: Food and Bases: Not workable?

Mon 28 Mar 2022, 19:33

I love the "Jars and Jerky" supplement. I think it make sense and adds a ton to the game for those of us into deep survival
 
andresk
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Re: Food and Bases: Not workable?

Wed 30 Mar 2022, 18:11

Any kind of feedback is welcome, none of the rules are playtested and I really don't expect anyone to actually use all of the rules from the supplement. But yeah I figured there are a few weirdos (no offense) out there that may want rules for making vinegar and such. I'm not that masochistic myself, that I'd like to track all that in my games. But hey, figured if I'm doing it, might as well include everything that is still bordering "reasonable" as a reference for those people that do want to simulate everything.

Most of the values are based on real world values as much as I could make it so, of course in simplified and streamlined form. And a lot of things have a bit higher "best by dates" in order to make the production of preserved food viable. Not entierly sure how much it messes with the balance of the game, but I hope to find out via feedback.

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