Report 1376

Report #1376
Skillset: Hunting Skill: None
 Org: Spiritsingers Status: Rejected Aug 2015
Furies' Decision:
We do not feel this to be necessary.
Problem: Members of the Spiritsingers have asked for a skill to be added to
Ecology to sense what pathways are in an area.
Solution #1: Make a skill that senses pathways in the area you are in and what
 room they are in, possibly adding what room they lead to.
Player Comments:
---[Enyalida on 8/11 @ 21:38 writes]:
I don't really see the point in this, and am not sure that it would be possible.
Personally, I think it would be interesting (if the topic is pathways) to have
some limited way to make non-hunting forestals able to make limited use of
pathways. Perhaps via a construct, or made cheaper via construct?
---[Elanorwen on 8/12 @ 14:09 writes]:
This doesn't seem necessary. You can always run through the area looking for
pathways. @Enyalida - no for giving an organization that much more utility via a
construct. There already is a way for anyone to access pathways, that being
through the boots of the wanderer artifact. Let's not dilute one of the few
perks that only certain guilds/specs get even further.
---[Lerad on 8/12 @ 14:39 writes]:
I think it might be useful if possible, with a similar skill for planar rifts.
But an argument can be made against it if rifts and pathways are also intended
to be semi-stealthy, where it is intended for rifts (or pathways) to be made and
kept secret until someone stumbles upon them.
---[Enyalida on 8/12 @ 16:09 writes]:
It would not be a dilution if (say) Spiritsinger and Harbingers had a skill that
cost 3p and gave a target person from their org access to pathways for a game
month or until they log out. It would be taking what is/was a mostly forest
mechanic and making the forests actually better at it than any ol' schlub with
the artifact.
---[Viynain on 8/13 @ 04:41 writes]:
I disagree with the suggestion of enabling the general use of pathways through a
construct for free. This is already possible with an artifact as others have
said. As far as the proposal goes, I'm on the fence. I agree that it's
convenient to know where things are (and would also like one for rifts in
Planar), but, as @Lerad mentions, it also removes the stealthy use of them in
the first place. For this reason, I'm leaning towards a no, but if yes, add in
for Planar, too.
---[Jaamil on 8/13 @ 06:11 writes]:
Hm...it should be in planar yes, if it is needed. I'm not against the general
use of knowing where pathways are in an area.
---[Siam on 8/13 @ 14:11 writes]:
I don't support this. I prefer the stealthiness of pathways to remain. Explore
more!
---[Tanin on 8/24 @ 16:20 writes]:
I have to agree with Elanowen on this one and say that I don't support the
addition of this to a guild ability and there is already an artifact for it.