Hunting v2.1: Dynamic Tracking & Archery for Solo Roleplay
Track, stalk, and strike with 2d6-based mechanics and evolving skills
The forest is quiet—too quiet—as you nock an arrow, breath steady, eyes locked on the stag ahead. It’s unlike any you’ve seen before: its antlers gleam like polished oak, its coat shimmers with an almost unnatural grace. You’ve tracked it for what feels like hours, yet it always stays just out of reach, pausing just long enough to keep you following. Every shot you line up slips away—a flick of its tail, a step into the shadows. Until now.
Finally, you have it cornered against an impassable wall of brambles. You release the arrow—only for the stag to vanish into the thicket as if made of mist. A whisper curls through the trees, calling your name. Your pulse quickens. Against all reason, you push through the thorny barrier, branches yielding like a parting curtain. And then—you see it. A hidden clearing, bathed in golden light, where an ancient archery school stands, its doors open as if waiting.
At the entrance, the stag watches you. Only now, it stands tall on two legs, its form shifting between man and beast. Its eyes hold a knowing glint, as if to say: You were meant to find this place. The air hums with magic, with purpose. Without a word, you understand—this is no accident. The hunt was never about the kill. It was about the journey.
..and welcome back everyone. I decided to revamp some archery and tracking mechanics, I previously created, and recreated, several times. From rather complicated to, well less complicated. What I have today is quite the detour and also an upgrade from the past attempts.
Hunting Mechanic v2.1 — Skill‑Weighted Edition
Core tweak: Replace the old target based mechanic and single‑die tables with 2d6 rolls (bell curve) and reintroduce the original idea with three skills — Tracking, Stealth, Archery — each starting at +0 (Novice).
Skill Modifiers • Novice +0 • Skilled +1 • Expert +2 • Master +3
There are three skills to advance, Tracking, Stealth and Archery. So you may be really skilled in archery, but quite clumsy and noisy. Feel free to use certain skill levels by assigning them and either gaining from there, or ignoring the advancement system altogether.
EXPERIENCE & ADVANCEMENT
Gain 1 XP whenever a skill contributes to a successful outcome, even it's it's only a partial success. – Tracking table row ≥7 – Stealth check succeeds – Archery roll hits (incl. Graze)
High‑Risk Bonus (+1 XP)
I cannot gauge when you feel you've done something special, out of the ordinary. Give yourself an extra +1 XP. Or more specifically, with something like attempting any roll at –2 or worse penalty and still succeeding.
Level‑Up Thresholds
These are just suggestions of course, but I find these values create a nice balance for shorter term, one off adventures, etc. If you want something more long term and gratifying, double the the values I have here.
Note that there are also weather and environmental mechanics available at the end of this post. I've left them out here because I'm attempting to not bog down the main loop too much. These additional mechanics offer more realism to the following phases.
PHASE 1 — TRACKING
This phase simulates your character’s efforts to locate wild game in a wilderness environment. It reflects not only physical signs like tracks and scat, but also intuition, environmental clues, and situational awareness. It’s meant to be rolled upon multiple times, mimicking the act of tracking.
BASIC STRUCTURE
Roll: 2d6 + Tracking Skill + Proximity Bonus
Tracking Skill starts at +0 (Novice), but improves with experience.
Proximity is a number that represents how close or tuned‑in you are to the prey. It starts at 0 and increases as you pick up signs or clues. Proximity adds momentum and tension. It rewards persistent effort and builds a sense of escalation. Over time, even weak Tracking rolls can become successful if you’re paying attention and not making noise.
Result: The higher your total, the more direct or helpful the sign.
Proximity Tips:
Starts at 0
Max usually around +4.
Resets to 0 if you lose the trail or spook the animal.
TRACKING TABLE (Roll 2d6 + modifiers)
HOW TO TRACK (Step-by-Step)
Declare Search Area Choose where your character is looking; “the north side of the glade,” “along a river trail,” “near a berry thicket.” Whatever strikes your interest and fits your needs.
Roll Tracking Check Roll
2d6 + Tracking + Proximity
. Use the result to consult the table above.Narrate the Result Describe what your character finds (or doesn't). This builds immersion. Examples:
5: “A tuft of fur snagged on a thorn bush — something passed through here recently.”
9: “A flash of movement through the trees — maybe a buck. It’s far, but I have a shot.”
Update Proximity Add or subtract based on the outcome. This number modifies your next tracking roll and can accumulate.
Choose Next Action
If you gain visual contact, you can approach (go to PHASE 2) or fire (go to PHASE 3 if you spook it). Otherwise, roll again until your are able to move to the next phase.
Optional Rules:
SOUND DISCIPLINE
Each time you move or change location while tracking, roll a 1d6.
On a 5–6: you made too much noise.
Roll a 2d6 vs 8 (modified by Stealth) to see if you cover your tracks.
On failure, reduce Proximity by 1 (you disturbed the area).
This adds tactical weight to movement and makes terrain, gear, and planning more important.
Track Clues: Environmental Evidence
As prey moves through the environment, it often leaves behind signs—broken twigs, footprints, scat, rubbed trees, disturbed soil. These track clues add a tangible feel to the chase and give players small narrative wins between dice rolls.
You can use this system in addition to or instead of the Phase 1 Tracking Table.
How It Works
When you roll a successful Tracking check (Phase 1 or Phase 3), instead of just adding Proximity, you can choose to generate a clue based on the prey’s species, terrain, and behavior.
Clues give:
+1 Proximity (as normal), or
Advantage on the next Tracking roll, or
A narrative anchor for describing the landscape and momentum
TRACK CLUE TABLE (Roll 1d6 or choose)
Application Tips
Narrate the clues. Don’t just roll—describe the sign. “Lucy kneels by a cluster of crushed ferns. The dirt is sunken—something bedded down here recently.”
Let clues compound. If you gather 2+ clues in a row without spooking the animal, give:
Bonus to next Phase 2: Stealth
Increased chance of seeing the prey on next Phase 1 roll
Use terrain to flavor clues:
In a swamp: disturbed reeds, floating fur
In snow: clean hooves, blood flecks
In a dry forest: scratch marks on tree bark, scent marking
False Signs
Roll 1d6
each time you follow a clue. On a 6, it was old or misleading. Lose 1 Proximity or reroll direction.
This keeps tracking risky and realistic without punishing success too hard.
Example
Lucy follows a fox through frosty undergrowth. Her Tracking roll = success → she chooses to roll for a Track Clue. She gets a 3: Broken vegetation. She rolls
d8
and sees signs heading northeast. She gains +1 Proximity and moves 2 hexes in that direction.
PHASE 2 — THE APPROACH (Stealth)
This phase simulates the critical moment when the hunter attempts to close the distance on visible prey. It's about movement, silence, and pressure. One wrong move and the opportunity is lost—or worse, the animal is startled and gone.
BASIC STRUCTURE
Roll: 2d6 + Stealth Skill
Target Number (TN): 7
Modifiers:
+1 if there's dense terrain for cover (bushes, trees, rocks)
–1 if terrain is open or noisy (dry leaves, tall grass, gravel)
+1 if Proximity is already 3+ (you’re dialed in, hyper-aware)
–2 if the prey is known to be especially alert (like foxes or squirrels)
RESULTS TABLE
HOW TO USE IT (Step-by-Step)
Visual Contact You’ve spotted the animal during Phase 1 and want to get closer rather than take a risky long-range shot.
Evaluate Terrain Quickly determine the environment:
Are there obstacles to crouch behind?
Are you walking through crunching leaves?
Are you moving through a stream or brush?
Make the Stealth Roll Roll
2d6 + Stealth + modifiers
based on terrain and animal.Narrate the Result Lean into tension and detail:
Success: “Lucy lowers herself and moves silently through the mossy clearing, eyes locked on the grazing elk. She settles into position, 20 yards out.”
Failure: “A twig snaps underfoot. The elk’s ears snap upright. In a blur of muscle and instinct, it flees.”
Handle the Consequences
Success: Choose your range and proceed to Phase 3: The Shot
Failure: Trigger Startle Response, roll for Flee Speed + Direction, and move to Phase 3: Chase
Sample Turn
Lucy sees a deer 40 yards away. She's in moderate cover (+0), but it's early morning and quiet. Her Stealth is +1. She rolls:
2d6 = 6
, +1 Stealth = 7 → Success! She chooses to move to 20 yards—close enough for a precise shot next turn.
Optional Rules
Silent Movement Momentum
After each successful approach, add +1 bonus to Stealth for each subsequent silent movement (max +2).
Resets if you fail or startle anything.
Animal Awareness Threshold
Some prey animals become hyper-alert if:
They’ve already been startled once today
Their species is known for awareness (squirrel, fox, owl)
You’ve failed a Noise Check recently nearby
In these cases:
Increase TN to 8
Or apply a –1 penalty to Stealth
Tactical Advice
I encourage you to weigh your skill level, terrain, and prey type before pushing forward. Sometimes it’s smarter to take the 30-yard shot than try sneaking 10 more. I cover terrain and prey a bit further down.
Startling the Prey
An animal becomes startled when it becomes aware of the hunter’s presence before or during an attack attempt. This typically happens under the following conditions:
When Does an Animal Get Startled?
What Happens When Startled?
Flee Roll: The animal flees
Flee Speed
from its stat block (usuallyd6+X
hexes in a randomd8
direction).Enter Phase 3: Chase: The hunter now uses Secondary Tracking to pursue.
Temperament Triggers: Roll the Temperament Die (d6) to see how it behaves during flight (some may freeze or circle).
Example
Lucy fails her Stealth roll with a total of 5. She’s hunting an Elk (Flee Speed =
d6 + 4
). She rolls a Temperament check: 3 (Skittish — flees at full speed). Then rolls d6 = 5 → the Elk flees5 + 4 = 9 hexes
in a randomd8
direction. Lucy now begins Phase 3: Chase / Secondary Tracking with Proximity reset to 1.
Optional Rule: Alertness Momentum
Each time an animal is startled but not hit, increase future stealth difficulty by +1 for the same species in the same session or zone. This represents rising tension in the ecosystem.
PHASE 3 — CHASE / SECONDARY TRACKING / ARCHERY
Roll: 2d6 + Tracking + Proximity
TEMPERAMENT TABLE (Roll 2d6 on first spook)
ARCHERY RESOLUTION
Roll: 2d6 + Archery Skill
Hit: equal or exceed TN.
Partial (–1 or –2 below TN): Graze → roll on Graze Table.
Miss: lower than that → prey flees (
Chase
).
Graze Table (2d6)
Use the lower of the two d6s for hit‑zone narrative (1 hind, 2 leg, 3 flank, 4 torso, 5 neck, 6 antler/head).
Weather & Environmental Effects
Weather, terrain, and time of day deeply affect how you move, what you see, and how easily animals detect you. Use the table below to add realism and tactical variation to your hunt.
You can roll 2d6 each day/session or choose a fitting combo based on the experience being had at any given moment.
Modifiers apply to:
Tracking = Phase 1 & 3 rolls
Stealth = Phase 2 rolls
Animal Behavior = Temperament (rolls skew cautious or bold)
Optional Rule: Dynamic Weather
Each in-game hour/day, roll 1d6:
TERRAIN CONDITIONS (Choose Per Hex or Region)
TIME OF DAY (Choose or Roll 1d4)
Example: Applying the Layers
Lucy is tracking in foggy woods during dusk. The fog gives –1 to Tracking and +2 to Stealth. Dusk adds animal activity (encounter chance +1). She's hunting a deer (+1 to Tracking rolls). Final Modifiers:
Phase 1:
2d6 + Tracking +1 (deer) –1 (fog)
Phase 2:
2d6 + Stealth +2 (fog)
Detection: reduced due to mist and falling light
Animal Behavior Tables
Finally, what hunting guide is complete without some animals? Not all animals behave the same. Use the table below to adjust difficulty, tension, and mechanics depending on the type of game you're hunting.
Each animal includes:
Tracking Mod. – Bonus or penalty to your Tracking roll
Flee Speed – Distance prey flees when startled (in hexes)
Temperament Die – How the animal behaves when discovered
Notes – Behavior quirks or special rules
LARGE GAME
SMALL GAME
BIRDS
TEMPERAMENT DIE (d6)
Roll when prey is discovered to determine its behavior:
HOW TO USE ANIMALS IN YOUR HUNT
Step 1: Pick an animal before starting Phase 1. Step 2: Apply its Tracking Modifier to all Tracking rolls (Phase 1 & 3). Step 3: Use its Flee Speed any time it is startled. Step 4: On discovery, roll its Temperament Die for special behavior.
Example: Lucy is hunting a fox. It gives her –1 to Tracking rolls, flees
d6+3
hexes, and may double-back. On discovery, she rolls a 5 — it flees, but not at top speed.
Well, I guess that’s about it for now. I hope you find that useful. I personally enjoy a good hunting mechanic. If you’re a look for more hunting rules and mechanics, might I suggest Hunting For Harn Master and more, from Columbia Games Inc. It can be made to fit in tightly with the mechanics I created here, along with extra’s like particular types of hunters (Falconers, Trappers etc), hunting laws, a much larger species list, and tons more. It’s a bit on the pricey side, but well worth it.
I truly hope everyone is doing okay, I know life is shifting and changing rapidly at the moment, but that doesn’t mean your meant remain still amongst the chaos. Change is challenging and scary, but we’re not going anywhere, and neither is the wave of changes coming at us. Stand tall like a tree, but remain flexible like a blade of grass otherwise you’re likely to break; and that’s what they want you to do, to break under the pressure. Some of the greatest acts of defiance can be made by standing tall but flexible and in solidarity with those around you.
Take care of yourselves everyone, and remember to take care of those around you. We’re all we’ve got.