Primalist Skill Access

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Maina
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Primalist Skill Access

Post by Maina » Fri Nov 19, 2021 10:34 pm

I feel like maybe Primalists should get some additional skill access in wilderness survival skills, like bushcraft, climb, etc?

One, as they are a nature-focused guild.

Two, as their abilities are often hidden in the wilderness, this would let those areas have higher skill requirements to access while still being available to Primalists.

I wouldn't want it to step on the toes of the Rangers entirely, but a moderately increased cap for a few of the nature skills feels appropriate, and they are somewhat lacking in useful things as-is.

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Lexx416
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Re: Primalist Skill Access

Post by Lexx416 » Fri Nov 19, 2021 10:38 pm

I was trying to find this post when you mentioned this on #GAME. This is actually the biggest reasons I kept with Ranger, instead of changing over to Primalist when that class was released.

I'm not sure how high their Exploration skill caps SHOULD go, but I do think having higher than average bushcraft would be nice (exploration skills could possibly be supplemented with Cool Druidic Things too, but bushcraft seems a bit trickier to justify).
"You hear the Woses, the Wild Men of the Woods... Remnants of an older time they be, living few and secretly, wild and wary as beasts."

tulpa
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Re: Primalist Skill Access

Post by tulpa » Sat Nov 20, 2021 4:52 am

I had to think hard about Bushcraft when setting my Primalist's goals. Ultimately I decided to leave it by the wayside a bit, mostly because the recipes available above 200 are ranged combat/shield stuff so I took that to be the direction it was going in.

If the skill involved a lot more horticulture, ink-making, herbalist or botanist-style activities I could see the skill cap being something like 500-600, but currently it seems like more of an adventurer's pursuit than a scholarly one.

tulpa
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Re: Primalist Skill Access

Post by tulpa » Thu Mar 17, 2022 5:50 am

I've been thinking about this, again, and I'm wondering if there might be a case for raising the Storytelling cap for Primalists above 200 (but not necessarily on par with Adventurers).

There are few books in their quarters in the Scholar Guild, suggesting they rely on oral anecdotes, shared visions, ritual and folk tales to impart knowledge and pass things down over generations. All of this in addition to directly communing with locations, that being the bottom line! But if Primalists don't necessarily have expert exploration skills, how do they share the significance of these places among the druidic community and perhaps more widely?

I have recently taken up the skill on my Primalist because of this consideration, but it will stay a fairly minor skill for me. Others may decide to play a character with a heavier emphasis on traditional folk culture, though, and might build a character around storytelling more. I can, however, appreciate that the skill leans very much towards the theatrical, bardic Romance tonally, at the moment.

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