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General Tabletop Discussion
*Pathfinder & Starfinder
craft as non-magic "ritual"
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4108908" data-attributes="member: 710"><p>I guess the major difference beween a ritual "Cook Food" and "Craft (Cooking)" is the way you acquire the ability. In 3E (until the retraining rules in PHB 2 at least, and wizard spell book learning), there wasn't a real way to learn aynthing outside of levelling. A master craftsmen had to take a lot of levels in Expert, and get HD, BAB, and Save increases with it.</p><p></p><p>If you choose to model this stuff independent of character level, you make it possible to create a master craftsman without him advancing levels and getting all the "heroic" benefits.</p><p></p><p>It's also an example of silioing. With "Craft (Cooking)", a Rogue for example might have to decide between this skill or another - let's say, Spot. There can be no doubt that in most scenarioes, Spot is a lot more useful then the ability to cook, so this means you probably never get a "cook" Rogue. If instead Cooking is something outside of the adventuring/combat related stuff, you can actually have a cooking Rogue, or a Fighter smith. </p><p></p><p>Off course, you can probably overdo such a system, and there is a risk that at some point, you get in a conflict with the other rules and create unbalanced effects (once you go into the whole "rituals to craft magical items area, for example). And I am not sure if the designers intend to go this route, or concentrate on "real" rituals that create magical effects. </p><p>It's still a very interesting thought. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4108908, member: 710"] I guess the major difference beween a ritual "Cook Food" and "Craft (Cooking)" is the way you acquire the ability. In 3E (until the retraining rules in PHB 2 at least, and wizard spell book learning), there wasn't a real way to learn aynthing outside of levelling. A master craftsmen had to take a lot of levels in Expert, and get HD, BAB, and Save increases with it. If you choose to model this stuff independent of character level, you make it possible to create a master craftsman without him advancing levels and getting all the "heroic" benefits. It's also an example of silioing. With "Craft (Cooking)", a Rogue for example might have to decide between this skill or another - let's say, Spot. There can be no doubt that in most scenarioes, Spot is a lot more useful then the ability to cook, so this means you probably never get a "cook" Rogue. If instead Cooking is something outside of the adventuring/combat related stuff, you can actually have a cooking Rogue, or a Fighter smith. Off course, you can probably overdo such a system, and there is a risk that at some point, you get in a conflict with the other rules and create unbalanced effects (once you go into the whole "rituals to craft magical items area, for example). And I am not sure if the designers intend to go this route, or concentrate on "real" rituals that create magical effects. It's still a very interesting thought. ;) [/QUOTE]
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