zedturtle wrote:To continue the example, I think invoking Boating in order to use Craft instead of Explore for a Hazard is perfectly within the rules (and doesn't actually need a house rule, since the regular rule on unusual skill uses already covers it).
Might be upon a delicate interpretation. But to be crystal clear, I think that this small house-rule/clarification is needed: the Hazard solving mechanic is strict, and a Hunting Hazard
has to be addressed with a succesful Hunting test.
What I'm proposing is that a Trait might be invoked to change the skill tested.
This could be similar to a companion that wants to Rally Comrades in combat and proposes to use a Trait to change the skill tested from Song or Inspire to, say, Lore or Healing (Invoke Leechcraft to diagnose the companions wounds and bruises at a quick glance, and then test Healing: "Come on, boys! Your wounds are not as bad as they seem! Trust me, I know my stuff!"). Do you think this would be accepted by the RAW concerning Traits? Personally, I don't think so.
zedturtle wrote:
What I do think is that the Hazard system for large groups is a bit predictable... a better change might be to roll to find out what role was being challenged and a separate roll to find out the 'right' skill to use to conquer the Hazard. For example, the Scout might find themselves in a situation where Hunting is most appropriate. Then there could be a mechanism for the Scout to either roll Hunting, invoke a Trait to switch to a better skill, or maybe spend Hope to have the Hunter make the Hunting test.
Not saying it's a bad idea, but at least to me that's not appealing or doesn't solve the problem I have: that players don't have any choice in how to solve the Hazard AND that the flavour (theme) of the Hazard doesn't have any mechanical reflection or real importance.
With your proposed system, I see two issues:
1) Still, the player can't do anything to overcome the Hazard but roll. It introduces a higher unpredictability, but not freedom. The problem persists.
2) I think the Hunter likes being a Hunter, and using his skill. The Guide wants to be the best Traveller in the group, etc. If the skill tested is random, then the Travel roles are meaningless.
When I was reading the Hazards from Journeys & Maps, I kept saying to myself: "This are good ideas! But no matter how inspired the situation looks, the outcome at the game-table is the same: roll Awareness and get on." I want the players to listen carefully to the Hazard I'm telling them, because in my narration there could be stuff that allows them to be creative ("Instead of rolling Explore to see if the ruins are safe for the night, I use my Stonecraft trait and want to roll Search to see if the construction won't crumble on us.").