I'd like to be able to say that my character is good at those things without having to take away points from my adventuring capabilities. The way I see it, not having rules for skills like Profession is better for people who like characters who are good at that sort of thing.mach1.9pants said:COuldn't agree more, not everyone wants to be a specialist killer- some of us want to spend a few (not all) of our points on 'non-standard' skills...
Branduil said:Um, link to the "no craft/profession" thing?
Skill system – familiar but truncated. Getting rid of tailor, rope use, etc. Focus on the skills that are really useful in an encounter. Saga edition is a significant stride forward and should be considered a preview. Same for profession, etc. We want characters making acrobatics, bluff, jump, etc. No characters will be stuck at 10th level saying “oh I never invested in that.” Hide/Move Silent are brought together. Now an important part of your character, and here’s how to apply it to an encounter. It’s rarely a check and done, it’s now, I make a check, and they react to it. What happens now.
Correct. Now you can be a black smith too (in your day job) without having to divert resources from Skills you actually use while adventuring.Gloombunny said:I'd like to be able to say that my character is good at those things without having to take away points from my adventuring capabilities. The way I see it, not having rules for skills like Profession is better for people who like characters who are good at that sort of thing.
Irda Ranger said:The point of the 4e design process what "Being a blacksmith or tailor has zero effect on your ability to be a Fighter or Mage, so we're taking it out of character level advancement." That doesn't mean your character can't be a blacksmith. If he is, just write it down. Done. Think if as "Rule 0 for Players." It's as easy (and as unnecessary to have rules for) as writing a character history.