Archived Hunting Knowledge Redesign

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FireFan96

A miserable little pile of secrets
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Reasons for change:

Point investment into Hunting Knowledge is (un)fairly high in terms of what you get out of it, especially when compared to the other Knowledge Proficiency Categories. This leads to three outcomes:
  • A young hunting master with no skills invested in anything else
  • A purposely older character to add skills in anything else
  • Not using Hunting Knowledge at all, because why waste 10 points to hunt wild game when you can just pick something more practical for roleplay
Proposed change:

Wilderness Survival Knowledge

Wilderness Survival Knowledge covers the understanding of many outdoors-related skills, such as hunting and camping. The way Wilderness Survival Knowledge works is that it unlocks a new so called Pack every 4 points invested. For example, if a Character has invested 8 points in Wilderness Survival Knowledge, they may choose two of the packs in the table below. You should mention which packs are chosen on your Character Application.
  • Small Game Hunting: your character is able to hunt small game, like catching rabbits and squirrels with a good chance of success
  • Medium Game Hunting: your character is able to hunt medium sized animals like deer and wolves with a good chance of success.
  • Predator Hunting: your character is able to hunt large sized animals like bears and predator hunter animals with a good chance of success.
  • Trapping Skill: your character is able to create various traps utilized to hunt game or people. This skill is also able to be used to create temporary restraints using rope, requiring 5 points in Dextrous Rogue Skill to break free.
  • Fishing Skill: your character is able to fish for various aquatic animals in rivers, lakes, and the open seas. This skill also teaches your character how to create fishing gear such as rods and nets, as well as information regarding the type of bait to be used.
  • Camping Skill: your character understands the basic methods of living off the land, knowing skills such as foraging, shelter building, and fire starting using the resources around you.

These changes would allow players to choose what sort of hunting they are interested in (since hunting rabbits requires a different kind of skill set compared to hunting deer) while adding two new skills to choose from (fishing and camping) as well as a return to Trapping Skill.
 
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I'm someone who is ok with how hunting knowledge is right now, I say this with having an approved character with 20 points invested in hunting knowledge. I do agree that current it encourages older characters to be created but the abillity to pretty much get free stealth/hiding ability when in the right "biome" in addition to the whole headhunter/bountyhunter aesthetic is something I don't want to see dissappear.

Disclaimer: I'm a bit bias as this will crutch my character's aesthetic and crp/rp abillity.
 
I like this idea, especially the specialisation. Then you can have two characters with the same points, but completely different skills.
 
This is a fairly good approach to Hunting, however, it removes three key factors of the previous hunting knowledge. This being the ability to track sentient races, like humans or elves, the ability to hide in the wilderness with 20 Skill, and Legendary Hunt organisation skills.
 
This being the ability to track sentient races
Perception Training can do this alongside actual roleplay generation. The Hunting Knowledge lists no ability to track sentient races, only to hunt people in the wilderness, which Perception can easily take over (since it's for noticing things, out of the ordinary, like footprints or broken twigs, for example)
the ability to hide in the wilderness with 20 Skill
Stealth Rogue Skill can inherit this concept easily, and would allow more usage than just hiding behind walls and such. A bush is just a natural wall from a certain point of view.
Legendary Hunt organisation skills
Besides the Behemoth Order organized by SupremeCripple years ago, there has never been an instance of a Progression-based hunting attempt. Add on that only Altalar and Url can even gain this skill level, and you have a niche skill for niche groups.
That said, players who want to hunt difficult beasts should just be able to go for it based on the skills of the team, and not revolve around an Url or Altalar having the point cap for it.
 
I like the idea but maybe halve the requirements, a pack every 2, because learning how to fish, or how to set traps, or how to track an animal, shouldn't be that hard. Maybe have extra investment on top of each skill so that someone might be a masterful fisher instead of just a regular fisher