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Profession/Crafting skills: Why?

Keep in mind, there are THREE viewpoints in this thread.

1. Those of us who don't see a need for Profession or Craft.
2. Those of us who see a need for both Profession AND craft.
3. Those of us who can see a need for CRAFT but not Profession.

Technically, there should be a 4th viewpoint of those amenable to Profession but not Craft, however, haven't seen anyone argue that point yet....
 

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While I wasn't wild about the system in 3.x, I was a bit disappointed that they weren't included in 4e. This disappointment quickly vanished however when I realized that this was the easiest house-rule fix I'd ever make. Here's how the Rel System works:

Great system. One question: do these have a governing attribute or are they just whatever seems applicable?
 

There are still requests for Crafting and profession-related skills, now that 4e has taken them out, and as I try to think about them... I can't come up with why they should be there.

And I mean that for any rpg.

Any RPG.

Though I disagree with your stance, I can see if you play an all combat all the time sort of game, why you might not use them.

But any RPG? Oy.

Unless you're playing Hammer and Chisel: Craftsman Adventures, I can't see a purpose for having any sort of profession or craft skill.

I find this to be a very exaggerated position. A skill need not encompass a major endeavor in the characters' lives in D&D/D20. A class is there for that.

Why would you spend the time to make mundane items? Even if you are getting half, or even a fifth of market prices, after at what, 3rd level, those prices don't matter.

I'd never use craft or profession skills to make money, or expect PCs to do that.

I would expect them to be used to deal with problems in the adventure. I find the concept that "the only vector that PCs should be using to solve their problems should be combat" to be somewhat wanting. I can create challenges around a great variety of skills.

And, as a GM, I think that a powerful technique of getting players involved in the game is using the "specifiable" skills as a method of letting players define those skills and then presenting challenges to those skills during the course of the game.

On the flip side of the coin, I think that the craft and profession skills are a great venue to expand or specialize the game. A seafaring game should be expecting PCs with profession(sailor), etc., and a GM of such a game should provide challenges against those skills.

"But it's part of my background/personality!" Still doesn't explain the necessity for a mechanic.

I'm not sure we really have grounds to communicate here then. AFAIAC, defining the character is the crux of what a character generation system is about, and if it translates into something a character should be able to do better than someone who doesn't have that background, then there should be a skill for it. If it doesn't fit a non-profession skill, then profession is a nice accommodation for it.

I don't need to take a "Orphan" to designate my family was killed by x.

Is this a serious point or a jab? Has anyone ever suggested an "orphan" skill?

Nor do I need "Lady's Man" to designate my charismatic character as being a woman chaser. Or even "Drunkard" to designate that I immediately go for the alehouse as soon as we roll into town with our swag. (Exceptions made for HERO and SotC, where these have actual impact on the system).

Skills are not a parallel to aspects. Skills are skills. Things you can do.

You must be thinking, "But Rechan! What if my players want to make magical items!" Okay, let me ask you something. Your party has spent the last three sessions hunting down the necessary materials to make a magical widget. They put everything together, and ... roll a 1. Do you honestly plan to say "Sorry, your efforts were in vain. No item."

If a skill is required, then yes. Sort of like "we find the dragon's lair... but we're not good enough to fight him. Do we get the treasure?" :confused:

The same question applies if you journey far and wide to the greatest swordsmith in the world, do you expect to have him roll a craft skill to make the weapon?

I expect the "greatest swordsmith in the world" to have a good enough craft skill he could take 10.

In a naval campaign, profession (sailor) would be taken, but then you'd be using that stat so often it just becomes a god-stat compared to the others.

Like BAB is a "god stat" in a "combat-adventuring game"? And nobody would take a class that would slight that "skill"? ;)

Seriously, it takes all types. In seafaring games, some players want to be the sailing hero, some want to be the canny navigator, some are along for the ride. Just like any other character design decision, there are many things you can make your character good at. What do you want your character to be good at?

The answer may be "To make traps/poisons!" Although there has never been adequate rules for either (1,000GP for a pit!?), unless you scrounge around the 3rd party materials in the first place, so that can't be the answer.

I see a degree of difference between "the 3.x crafting rules need some work" and "there is no reason for craft skills." You've argued one; that does not imply the other.

My ultimate point is, if the purpose is story and fleshing out your character, then why shouldn't the DM just say, "Okay, what you just wanted, you do it."

If that's all there is to it, then what's to keep any other character from doing the same thing? Someone who lacks your character skill and background.

If a chargen system does not provide a fair basis to distinguish between the capabilities of characters, then it has not done its job.

Finally, I ask another question. I am willing to hypothesize that only a small subset of players and DMs would emphasize or strongly use the craft/profession skills. If that is the case (and remember, the question hinges on IF it is), then should they be in the core rules of an RPG?

Only a small subset of people play RPGs in the first place. Why have RPGs? ;)
 

Great system. One question: do these have a governing attribute or are they just whatever seems applicable?

Hmmm... this discussion makes me wonder if Professions could be replaced with Feats in 3.X.

Profession Feats would give you a +1 bonus to 4 related skill checks and allow you to use them unskilled.

Example:

Profession: Sailor[General]
Benefit
You get a +1 bonus to any four of the following skills: Balance, Climb, Craft: Shipwright, Knowledge (nature), Knowledge (geography), Swim & Use Rope. You may make use these chosen skills unskilled.
 

Keep in mind, there are THREE viewpoints in this thread.

1. Those of us who don't see a need for Profession or Craft.
2. Those of us who see a need for both Profession AND craft.
3. Those of us who can see a need for CRAFT but not Profession.

Technically, there should be a 4th viewpoint of those amenable to Profession but not Craft, however, haven't seen anyone argue that point yet....

I'm more #2, but I'd give up Craft before I gave up Profession.
 

Hmmm... this discussion makes me wonder if Professions could be replaced with Feats in 3.X.

Profession Feats would give you a +1 bonus to 4 related skill checks and allow you to use them unskilled.

Example:

Profession: Sailor[General]
Benefit
You get a +1 bonus to any four of the following skills: Balance, Climb, Craft: Shipwright, Knowledge (nature), Knowledge (geography), Swim & Use Rope. You may make use these chosen skills unskilled.

Swashbuckling Adventures has a family of feats to that effect.

Some players might find giving up feats a bit dear unless you have a bonus feat mechanism in place, though. Or if the skill is REALLY important in a game. Generally, I've seen more players willing to part with a few skill points than a feat.
 

Great system. One question: do these have a governing attribute or are they just whatever seems applicable?

Well, I'm sort of two minds on the subject. Part of me would want to leave that open. For example, there are parts of blacksmithing that require strength, dexterity and intelligence. Heck, maybe even constitution. So I could leave it open and say, "Make a Blacksmithing roll modified by your Strength." on one occassion and swap in Intelligence on another.

But for simplicity's sake, I'd probably just pick one attribute that would most commonly apply and have that always be the one. In most cases this would probably be obvious but I'd be willing to negotiate it with the player at the time the character is made.
 

I'm more #2, but I'd give up Craft before I gave up Profession.


Please explain how Profession is GOOD for the game?

Like I've said before, Profession WORKS for more freeform RPGs where you just select a Profession and you then try to use said Profession in situations which don't directly match up such as using your Profession (Sailor) skill to climb a mountain.

However, those systems DON"T have specifc skills at all such as Climb.

For 3e and 4e, the best implementation is either the "Background" skill that the PHB uses or the Paragon-path style that the FRPG uses. Even in 4E, I think spending a feat to get a circumstance bonus to 4 or 5 skills seems better.

But as it existed in 3E? The cons seem to overwhelm the pros....
 

Why? Because sometimes you need a model that is more robust than "just wing it."

Indeed. The trouble I had with the Craft and Profession skills in 3e was that they provided a generalised system which fell down horribly when dealing with specifics.

Specifically, when they tried to deal with the crafting of actual items, or the earning of actual money. Neither paid attention to the actual item or profession being crafted or performed. A sailor gained the same income as a merchant banker; a jewelsmith took forever to make a beautiful necklace...

I like the concept of craft and profession skills, but I've yet to see a system that I really like.

Cheers!
 

Please explain how Profession is GOOD for the game?

Because it provides a way for multiple games to deal with character actions in certain contexts without DMs having to whip things up on the fly. Same as pretty much every other rule in the game.
Just because you don't see a need for a profession skill doesn't mean that some of us aren't seeing characters involved in boat races, examining the account ledgers of a noble withholding the king's taxes, taking over the running of an inn and trying to keep it profitable while the local thieves' guild is trying to pressure the owners into paying protection money, etc.
 

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