Narrator:
DF 16, whi h are based on Survival iirc
OOC:
DF 2 and
DFRPG Exploits make a Survival or Naturalist roll once per week/trip (DF/DFRPG) of travel to reduce the amount of Rations they need:
"Success means that he needs only half as much food from rations; e.g., 60 instead of 120 meals on a 40-day journey. Critical success means he can either consume no rations or halve the rations used by himself and one companion.
Failure still means some good days – but mostly bad ones. He needs only 2/3 as many rations. Critical failure means he must rely on rations like everyone else."
DF 16 expands slightly on
Basic, both of which allow for
casual hunting:
"The detailed foraging rules on p. B427 give a traveler a daily Survival or Naturalist roll to gather one meal, plus a daily missile weapon or Fishing roll to catch two more – all without slowing travel. In effect, looking after just oneself is incidental to the three hours a day that a skilled survivalist dedicates to breaks in travel."
"Thus, it’s fair to let adventurers make one skill roll per person per hour dedicated to foraging instead of travel. The foraging modifiers under Terrain Types (p. 22) always apply. Taking extra time gives a bonus: +1 for two hours, +2 for four, +3 for eight, or +4 for a day spent not traveling at all. Experts can try once per half hour at -5.
Critical success finds two meals, success gives one, failure yields nothing, and critical failure means 1 HP lost to poison berries, piranha bites, “hunting accidents,” etc. At the end of each stretch of foraging, total each forager’s meals and wounds, and spin a yarn around it..."
"Options for foraging rolls include:
Fishing: Near water, or when traveling by boat, a Fishing roll (at -2 with improvised gear) catches fish, molluscs, crustaceans, etc.*
Gathering: On land – or underwater, if capable of spending at least an hour there – a Naturalist or Survival roll finds roots, berries, honey, nuts, eggs, and so on. Or grubs.
Hunting: On land, roll against any ranged-weapon skill (Bolas, Crossbow, Lasso, etc.) at -4 plus the weapon’s Accuracy. For missile weapons, each roll costs one arrow, bolt, dart, etc.; thrown weapons are recovered on any roll but a critical failure. Alternatively, heroes can try Spear to hunt up close, but critical failure costs 1d HP due to mauling! When traveling by water, the GM may allow hunting with Thrown Weapon (Harpoon). Whatever the skill, success catches game.*
Trapping: On land, a Survival roll, or a Traps roll at -5, captures small game.*
* This kind of food won’t help those with Vow (Vegetarianism). If using Despoilers (below), it also lead to Affronts – there’s no way to roll at -2 to “gather” animals without killing them!"
Which isn't completely true, I mean you can gather animals without killing them, you just can't eat them without killing them... which that sort of hare splitting (HAH!) might not fly if you've got a militant Druid on your backtrail.
Now I've never agreed with Basic (or DF 16), I've gone hunting and walked about in the wilderness (nigh untouched wilderness at that) and no, you can't just stroll about shooting up several meals worth easy-peasy... you really do need the other skills that come with hunting; Survival and Stealth/Camouflage (depending on how you're hunting). But I do agree with DF2 and DFRPG, it is pretty easy in areas (that aren't stripped bare) to forage up some food if you know a bit of survival. And fishing is dead simple, but it does require some skill and the equipment.
It's your game so which set of rules do you prefer.