Psion
Adventurer
It's yin and yang, male and female, uranos and gaia. It is much more enjoyable to mix these things together and let them enhance each other than to keep them separate.
I say to you, TEAR DOWN THAT WALL.
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You rock.
It's yin and yang, male and female, uranos and gaia. It is much more enjoyable to mix these things together and let them enhance each other than to keep them separate.
I say to you, TEAR DOWN THAT WALL.
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Actually, what matters is the style of game that most people have.
I stand by my argument that, for the reasons exhaustively listed earlier in this thread in my comparison and contrast of 3e style craft and profession skills with just plain roleplaying crafts and profsesions, that the just plain roleplaying option is superior for most people. Probably even for you, since I don't actually believe your insinuation that you'd prefer if the game spent just as much time on crafts and professions as it did on combat.
Perhaps I wasn't being clear when I made the point. But I was trying to make the point that one does not need to take mechanical things (feats, skills, traits, whatever) to reflect their character's background or personality.Feats or Traits are not skills; they are used for different purposes.
The point is, since he's "The greatest swordsman in the world", you don't have to calculate his craft skill. You don't even know it. You just handwave and say "He takes ten".So? What's essential about rolling? It gave you a tactical option to your benefit. Whether or not risk should be involved is another issue.
What is essential about rolling craft at all? Just say "You do it." Tada.What's essential about rolling?
And I have never seen a story where a craft or profession roll was ever integral to overcoming the resolution.To me, "story" is a synthesis of events, their resolution, and the scenario at hand. And AFAIAC, the best way to resolve events fairly and with the best internal consistency is with *drumroll* mechanics.
You didn't say "You only like Monty Haul Hack'n'slash", but I get the insinuation you are making from these:I hope you got Monty Haul hack'n'slash from somewhere else, and I didn't say that.
I can see if you play an all combat all the time sort of game, why you might not use them.
If you didn't get it from me, then from whence came the concept that "The only vector that PCs should be using to solve their problems is combat"? The only person that brought that up is you.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 can accept that it's your opinion. But I do not accept it being a majoritive one, and thus I do not accept that it should be in core.But you can't accept that it's useful to me to model these things mechanically even if it's not desirable to you?
As I stated above, that wasn't silliness. Feat: Orphan, or Trait: Orphan, exists. And it exists as a mechanical representation of background, which isn't necessary.This sounds to me like the "profession(orphan)" silliness again. When defending your example relies on making up extreme example that nobody I (and I suspect, you) game with ever do, it's time to step back and reconsider your position.
Get that? That's how to me it feels. Or do you not accept that someone can feel a distaste or utter befuddlement with the necessity, let alone the desire, for certain mechanics? Just like you feel pleasure when putting your skill points to background fluff, the above scenario goes through my head when I see those same skills.It feels like, to me
Perhaps I wasn't being clear when I made the point. But I was trying to make the point that one does not need to take mechanical things (feats, skills, traits, whatever) to have that background in the first place.
So yes, skills and feats are different, just like apples and oranges, but when the topic is "Fruit is tasty", you can bring them both up. The point I was trying to make was that I don't need to take "Feat: Orphan" to play my character as an orphan, any more than I need Craft: Underwater Basketweaving to play my character as a college slouch (that was a joke, for reference).
The point is, since he's "The greatest swordsman in the world", you don't have to calculate his craft skill. You don't even know it. You just handwave and say "He takes ten".
How is that different than saying "He's the greatest craftsman in the world. So he just does it."
You are making my argument for me here, with this little sentence:
What is essential about rolling craft at all? Just say "You do it." Tada.
And I have never seen a story where a craft or profession roll was ever integral to overcoming the resolution.
If there was a game that involved cards with "Succeed" Or "Fail" and you handed them in when you felt appropriate to the story, and the object is to just use them in a strategic fashion, I'd be sold.
WHY do you consider it "Orphan" profession? I have said many times I was referencing feats/traits, not profession skills.Jokes aside, as I don't see salient capabilities in an Orphan profession skill, I would agree one is not needed.
Because he's the greatest swordsmith in the world. I don't need to know his stats to know he's the greatest. He just is. He can make swords in his sleep. He can do it with an unlit forge and a spoon, because he's just that good.How can you know he's good enough to just take ten if I don't know how good he is?
An investment? He's an NPC. He begins existing when the PCs hear about him, and he ends existing when he doesn't become relevent or remembered. There's no investment.Something worthy of an investment.
Huh? That made no sense whatsoever. Where did combat come from? I didn't bring it up.Because combat is a conflict. Crafting need not be. It doesn't mean anyone can do it.
And you're missing the point that one has to write down a number beside "Greatest Swordsmith in the world" to be capable. The fact that he is thus means his capability.You're missing the argument here. Having a capability does not mean that capability needs to be rolled. That's a false criteria.
I think our styles and tastes are too separate for real agreement there. Thanks for the offer, however.Come play at my place sometime.
I do not see how I can possibly say you don't exist. However, I don't see the point of that existence beyond "Well, we just like it, therefore it should be in the main book."Or you can just go about your day, refusing to admit we exist or that our experience is negatively impacted by removing profession and craft skills.
Craft and Profession skills were core, dude. There is absolutely no reason, no possible justification, for believing that 3e was designed with the intent that you would throw out core skills. Certainly you don't give one. Those skills were carefully worked into the entire rest of the product line.3e's answer to this problem was "We won't tell you how to have fun, that's up to you." In a nutshell, the strategy was to toss a bunch of rules at you that you may or may not need, not expecting everyone to get or use everything, but expecting the DM to weed out what they liked from what they didn't.
WHY do you consider it "Orphan" profession? I have said many times I was referencing feats/traits, not profession skills.
Because he's the greatest swordsmith in the world. I don't need to know his stats to know he's the greatest. He just is.
An investment? He's an NPC.
Huh? That made no sense whatsoever. Where did combat come from? I didn't bring it up.
Thank you, but no thank you.
I do not see how I can possibly say you don't exist. However, I don't see the point of that existence beyond "Well, we just like it, therefore it should be in the main book."