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[Mini-Game] Fishing
Epicurean Fishing Mini-Game Epicurean Fishing is an optional mini-game that players can elect to play in place of the standard one-roll Survival check to fish in an area. The Map Epicurean Fishing involves players taking turns choosing points on a defined map until they land close enough to discover a nearby fish! Once they do, they have several options for moving forward and trying to catch it. Think of it in some ways like playing a game of Battleship, except the process itself is more involved. When posting the map, the GM specifies which side(s) is available for the starting point. These sides represent the shore, shallows where one can stand, or might represent a structure like a dock. Before casting, the players must choose a point at one of these sides. Casting To begin casting, the player in question rolls a Casting check (2d4 + STR + any additional modifiers from special/magical equipment). Starting at the point where their character is on the shore, the player can cast out a number of squares equal to the result of their Casting check. Note that this does not have to be a straight line, nor do you have to cast the entire amount that you rolled. In effect, your result represents a Cone out from you, and you may choose a point anywhere within that Cone. Finding Fish After the player(s) choose a point to cast into, the GM compares this to the locations on their version of the map where the hidden fish are. The further away from the location of the cast, the less likely the player is to discover it. If the fish is within 5ft (1 square) of the casting point, it is immediately revealed to the player, and they may choose to try and angle it to shore. However, if a fish is 10ft (2 squares) or more from the casting point, the GM must compare the distance of the fish from the player's casting point according to the player's Passive Perception. This begins at 12 (for fish within 10ft), increasing by 2 for every 5 additional feet (14 for 15ft, 16 for 20ft, etc). If the PC's Passive Perception meets this check, the fish is revealed as normal, and they can continue trying to angle the fish. If it does not, the PC simply knows that there is 'something nearby'. Additionally, some effects may increase the local visibility of the area, including Locale effects, equipment effects, or Secret Arts. Types of Shadows When a fish is revealed, it appears as a shadow of varying size and shape, as described by the GM. This is kept vague until the player has reeled it in. Generally, shadows come in 3 main sizes: Small: Includes anything from tiny minnows to hand-sized fish. Small fish aren't strong, but they are fast, requiring the players to use DEX to hook and reel them in. Medium: Includes fish that are bigger than hand-sized, but smaller than arm's length. They are balanced in terms of speed and strength, so players have to use WIS to hook and reel them in. Large: Includes any and all fish that are arm's length or larger. Large fish are heavy fighters, meaning that they require the PC to use STR to hook and reel them in. Hooking Once a player has found a fish, they may try and angle that fish to shore by making a Hooking check (1d20 + Proficiency + the stat required according to the fish's Size, as stated above). Note that this check CAN be assisted by anyone who is not participating in fishing. Players who are fishing may help, but in doing so, they abandon their own fishing attempts for that round. The DC to reel in a fish starts at 8, and increases based on the distance between the fish and the casting point. For every 5 feet of distance in this way (counting out from the Casting Point), add 3 to the DC. If not using any kind of bait, add 4 to the DC as well. If the player passes this check, they successfully hook the fish and can begin reeling it in. Angling Once the player has hooked a fish, they can try to reel it in. This is done by making Hooking checks (using the same formula as before) to represent the angling process. Successfully beating the DC means that you're able to reel in the fish some (Specifically, a number of feet equal to 1d4 * 5ft). Failure means that your rod or line's Durability is reduced. All fishing rods/lines have a base Durability of 3. This Durability carries over from each cast, and once reduced, cannot be restored unless the PC spends a short rest fixing, restringing, or otherwise repairing the rod/line. This process does not require a roll. If the Durability is reduced to 0, the rod becomes broken and it will need to be repaired using the rules on page 15 of the Witch+Craft guidebook. Once the PC has reeled the fish to shore, they successfully catch it! Bait Bait is often a make-or-break function of fishing, so much so that fishing with no bait increases the DC to Hook a fish by 4! If you possess a fishing tackle or similar item bought from a store, then it is assumed you have some basic bait. Otherwise, you'll need to find your own by being resourceful. Bait is generally a single-use, consumable item that is lost during a Hooking attempt, regardless of whether you succeed or fail (though some bait does have a chance to remain!). You can only apply one bait at a time during a Cast, and cannot change the bait mid-fishing attempt. In addition, fish that are designated as Small may be used to try and tempt a bigger fish. This is called Mooching. Re-Casting Upon discovering a fish, players have the option to reel in their line and re-cast it to try and land a little closer to the fish. When this happens, the DM rolls a % die (1d100). There is a 5% (1-5) chance that the fish will be scared by all the noise and movement and flee the area, rendering it uncatchable. If a fish does not flee, there is still a 30% (6 - 35) chance that it might have moved in the time that the player has recast. Note that if the player wishes, they can also move their character during a re-cast attempt to any other point along the 'shore'. |
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