Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
a discussion on Craft versus Profession
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 1823602" data-attributes="member: 7635"><p>I'll address a specfic, then the broader question.</p><p></p><p>Herbalism, as defined by D&D, appears to be the ability to detect and use various herbs for medical reasons. Someone with Pro: herbalism wouldn't necessarily know how to make rare concoctions with them (that is craft Alchemy under D&D) or be able to use them to cure a dying patient (thats heal). They would, however, be able to know that raspberry leaves help with childbirth and could sell you some fresh ones she found near the forest.</p><p> </p><p>Hence, by D&D standards the herbalist isn't making anything, she's selling you the raw ingredients or simple mixtures that you would need to make things (craft alchemy) or apply (heal) to victims. </p><p> </p><p>Profession, as D&D describes, appears to be knowledge of a service field. A service can make stuff, but in general its his expertise in the field he's in that makes him money. In an era before industrialized labor, craft artisans would be more concerned with their product than how to sell it (prices set by guild after all.) Rarely did professions have have guilds monitoring them, so price was set by market. </p><p> </p><p>So what IS a profession and what IS a craft? Lets give an example...</p><p> </p><p>A major pharmesuitcal company makes a drug to cure something. The use craft (medicine) to make hundreds of this drug. </p><p> </p><p>Your doctor (heal) diagnoses you with something and gives you a prescription. </p><p> </p><p>You go to the pharmacist. He compares the medicines effects to your current list of meds, possible allergies, and medical history to determine safety and proper dosage. He fills your perscription with profession (pharmacist)</p><p> </p><p>So a profession could be something like Bartender (he is responsible for making drinks, but his money comes mostly from service and tips, not from the sale of the alocohol itself), Teacher (the money comes from the instruction, not the knowledge gained), or Scribe (you are selling your service as a writer, not the finished manuscript.)</p><p> </p><p>It IS possible to make money without profession skills; most soliders get payed a comission for doing thier job (and the rate of pay doesn't flux like a profession does) bards get paid by the performance, untrained labor makes 2sp/month, and a craftsman can use craft like a profession (to simulate small jobs like fixing armor, making spoons, or repairing a wagon wheel.) </p><p> </p><p>All in all, profession is usually the selling of your service and experise in a subject, while a craft sells the hard item. If you care more about selling the sword than making it, consider profession (merchant) instead of craft (weaponsmith).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1823602, member: 7635"] I'll address a specfic, then the broader question. Herbalism, as defined by D&D, appears to be the ability to detect and use various herbs for medical reasons. Someone with Pro: herbalism wouldn't necessarily know how to make rare concoctions with them (that is craft Alchemy under D&D) or be able to use them to cure a dying patient (thats heal). They would, however, be able to know that raspberry leaves help with childbirth and could sell you some fresh ones she found near the forest. Hence, by D&D standards the herbalist isn't making anything, she's selling you the raw ingredients or simple mixtures that you would need to make things (craft alchemy) or apply (heal) to victims. Profession, as D&D describes, appears to be knowledge of a service field. A service can make stuff, but in general its his expertise in the field he's in that makes him money. In an era before industrialized labor, craft artisans would be more concerned with their product than how to sell it (prices set by guild after all.) Rarely did professions have have guilds monitoring them, so price was set by market. So what IS a profession and what IS a craft? Lets give an example... A major pharmesuitcal company makes a drug to cure something. The use craft (medicine) to make hundreds of this drug. Your doctor (heal) diagnoses you with something and gives you a prescription. You go to the pharmacist. He compares the medicines effects to your current list of meds, possible allergies, and medical history to determine safety and proper dosage. He fills your perscription with profession (pharmacist) So a profession could be something like Bartender (he is responsible for making drinks, but his money comes mostly from service and tips, not from the sale of the alocohol itself), Teacher (the money comes from the instruction, not the knowledge gained), or Scribe (you are selling your service as a writer, not the finished manuscript.) It IS possible to make money without profession skills; most soliders get payed a comission for doing thier job (and the rate of pay doesn't flux like a profession does) bards get paid by the performance, untrained labor makes 2sp/month, and a craftsman can use craft like a profession (to simulate small jobs like fixing armor, making spoons, or repairing a wagon wheel.) All in all, profession is usually the selling of your service and experise in a subject, while a craft sells the hard item. If you care more about selling the sword than making it, consider profession (merchant) instead of craft (weaponsmith). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
a discussion on Craft versus Profession
Top