Set said:
I see no need for psionics, but I don't begrudge their fans the existence of psionics rules, because I noticed at some point that I'm not the only person who plays D&D.
Other people like stuff I don't. Good for them. I'm not going to petition for every rule that I don't use to get axed from the game, nor post long-winded explanations for why something that *other people like* is better off removed from the game, because *I'm* not using it.
And would you petition to have Psionics not be in the Core rule books? How would you feel if they were? How about cat-people? Or guns?
Would that get the same "Game and let game"?
Because I say in the last paragraph:
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?
If they're a minor rule that only a subset of gamers are looking for, then why should they be in the
core rules, which has all the stuff that the most people care the most about?
Those that love craft/profession skills will want them, opening up the opportunity for them to be sold an expansion with the craft/profession stuff attached to it.
Psion said:
I can see if you play an all combat all the time sort of game, why you might not use them.
Except that I don't just play in all combat all the time sort of games.
I've ran detective games, super hero games, and played in survival horror games, nation building games, and "you're small fish in a big pond"/Slice of Life Werewolf games.
But I've
never come across a situation where the result of a craft or profession type check was important or pivotal. I've never come across a situation where the skill was appropriate.
Is this a serious point or a jab? Has anyone ever suggested an "orphan" skill?
It's serious, because I have seen many background-reflecting feats or traits that give bonuses because you're an orphan, or an outcast, or a rich boy, or you pick yournose or whatever.
I expect the "greatest swordsmith in the world" to have a good enough craft skill he could take 10.
Either way, you don't bother rolling, you just say "It's a success".
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.
I hope you got the impression that "the only vector that PCs should be using to solve their problems should be combat" somewhere else, because I certainly didn't say that.
I love the insinuation that because I see no point in craft/profession, all I care about is Monty Haul hack'n'slash.
You know what's important to me?
Story. And I believe there is a moat and stone wall between Story and Mechanics.
Only a small subset of people play RPGs in the first place. Why have RPGs?
Because people will buy them. Supply and demand. See my response above about
selling expansion packs. If you were talking about RPGs
Zustiur said:
Stuck on an island and need a canoe or raft to get off? Hope you've got a carpenter.
Or your DM handwaves all that.
Making a pointy stick or a raft is not rocket science. I would never, ever make my players roll for things like that.
But let's just say I'll take you seriously. You're on the island. No one has the craft (make primitive crap). Then what? "Sorry you couldn't successfully sharpen a rock, so you are overrun by a flock of persistent seagulls and are killed." If no one has the appropriate nature skills, they can't figure out what's edible, and end up eating poisonous plants? "No one has profession (hunter) or (Fisher), so you can't find adequate food. You all starve."
To me, it (and Crafting/Profession as a whole) is the equivalent of in a modern-era game, forcing a player to roll a driving skill every time he gasses the car up, or make him roll to change the oil, with the possibility of harming the engine by fumbling at pouring something from a bottle into the hole.
But to a more general point, I don't believe that the player should have to roll the craft/profession stuff at all. An example on the first page was the "Macguyver" juryrigging guy. Which is a fine concept, but there's never any question "Can MacGuyver put that device together?" No! Because he's freakin' MacGuyver! He has the knowledge, it's a simple insert tab A into slot B simple, so there's no need to worry about it. The question is, "Once he has it together, does it work?" This is, to me, the "to-hit" roll, not the craft roll. There's no difference, story wise, between "I start the game with it in my inventory" and "I make it on the fly", because you have it, and you use it.
It feels like, to me, the equivalent of "Okay we're going to do some surveillance on this guy's house. But first, we have to roll our Profession: Cop skill to make sure that we 1) can actually see the window from our location, and 2) turned on the phone tap correctly." "Sorry guys, Joe rolled a 2 on his check; he falls asleep on watch, and you have a six hour gap in your stake out information."