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<blockquote data-quote="EzekielRaiden" data-source="post: 8988924" data-attributes="member: 6790260"><p>Moving this here since...that's what this thread is <em>for</em>.</p><p></p><p>I really love a handful of Artisan Tool options. Painter's Supplies is low on that list for me, but it is still <em>on</em> that list. Something loosely like:</p><p></p><p>Calligraphy Supplies*</p><p>Smith's Tools</p><p>Carpenter's Tools</p><p>Brewer's Supplies</p><p>Cook's Utensils</p><p>Jeweler's Tools</p><p>Painter's Supplies</p><p>Weaver's Tools</p><p></p><p>None of them is ever likely to be directly <em>useful</em> per se. But each of them has a narrow area of expertise that can be really interesting, and can allow for special investigation, subterfuge, or other meaningful story beats that are cool, even if they only come up rarely. E.g., the Jeweler's Tools could be super useful in a game involving a lot of high-society, hobnobbing-with-nobility stuff, because jewelry <em>matters a lot</em> to nobles. Weaver? Tons of roleplay opportunities for making, repairing, modifying, or identifying clothing stuff. Painter's Supplies proficiency mean you should be a reasonably good <em>artist</em>, which can be a really useful thing in a world where there isn't such a thing as <em>photography</em>. Carpenter's Tools is great for finding secret compartments, constructing barricades, "sapper" work, etc. Brewer's Supplies means you should be a reasonable expert on zymology (or at least folk zymology), possibly a sommelier, etc., and some amount of knowledge of cuisine (not necessarily how to <em>cook</em> it, but how to <em>use</em> it.)</p><p></p><p>Again, none of these are particularly <em>powerful</em>. But they give characters depth, and add the potential for hooks the DM can make use of.</p><p></p><p>There isn't a <em>lot</em> in 5e I would be interested in pulling into my ideal trans-edition game, but something at least inspired by Artisan Tools would definitely be on my mind.</p><p></p><p>*Part of my love of this one is a personal thing. My mother is a talented hobbyist calligrapher, and taught me a little bit of what she'd learned in her classes. But more importantly, in the implicitly pre-printing-press world of a standard (meaning: schizotech) pseudo-medieval faux-Europe fantasy setting, <em>illuminated manuscripts are a huge deal</em>. Someone with this proficiency would be a highly desirable commodity in any place that values books--which should be <em>most</em> towns, cities, religious institutions, and noble estates. Plus, although cartographer's tools are what you need for <em>making</em> maps, calligraphy proficiency is equally valid for <em>deciphering</em> maps. So it has a few practical adventuring uses in addition to the fluff-heavy ones.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8988924, member: 6790260"] Moving this here since...that's what this thread is [I]for[/I]. I really love a handful of Artisan Tool options. Painter's Supplies is low on that list for me, but it is still [I]on[/I] that list. Something loosely like: Calligraphy Supplies* Smith's Tools Carpenter's Tools Brewer's Supplies Cook's Utensils Jeweler's Tools Painter's Supplies Weaver's Tools None of them is ever likely to be directly [I]useful[/I] per se. But each of them has a narrow area of expertise that can be really interesting, and can allow for special investigation, subterfuge, or other meaningful story beats that are cool, even if they only come up rarely. E.g., the Jeweler's Tools could be super useful in a game involving a lot of high-society, hobnobbing-with-nobility stuff, because jewelry [I]matters a lot[/I] to nobles. Weaver? Tons of roleplay opportunities for making, repairing, modifying, or identifying clothing stuff. Painter's Supplies proficiency mean you should be a reasonably good [I]artist[/I], which can be a really useful thing in a world where there isn't such a thing as [I]photography[/I]. Carpenter's Tools is great for finding secret compartments, constructing barricades, "sapper" work, etc. Brewer's Supplies means you should be a reasonable expert on zymology (or at least folk zymology), possibly a sommelier, etc., and some amount of knowledge of cuisine (not necessarily how to [I]cook[/I] it, but how to [I]use[/I] it.) Again, none of these are particularly [I]powerful[/I]. But they give characters depth, and add the potential for hooks the DM can make use of. There isn't a [I]lot[/I] in 5e I would be interested in pulling into my ideal trans-edition game, but something at least inspired by Artisan Tools would definitely be on my mind. *Part of my love of this one is a personal thing. My mother is a talented hobbyist calligrapher, and taught me a little bit of what she'd learned in her classes. But more importantly, in the implicitly pre-printing-press world of a standard (meaning: schizotech) pseudo-medieval faux-Europe fantasy setting, [I]illuminated manuscripts are a huge deal[/I]. Someone with this proficiency would be a highly desirable commodity in any place that values books--which should be [I]most[/I] towns, cities, religious institutions, and noble estates. Plus, although cartographer's tools are what you need for [I]making[/I] maps, calligraphy proficiency is equally valid for [I]deciphering[/I] maps. So it has a few practical adventuring uses in addition to the fluff-heavy ones. [/QUOTE]
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