Craft, Knowledge, and Profession skills for a low-magic campaign

GlassJaw

Hero
I'm putting together a GT campaign right now and I'm wondering about what Craft, Knowledge, and Profession skills might be applicable. The setting is pretty harsh; It's cold and mountainous, similar to Tibet or Mongolia. There are barbarian tribes and a few city-states. The techology is relatively low overall. Metal exists but it's not plentiful. Metal armor is extremely rare, weapons being more common. Overall it's similar to Conan but with some elements from Dune and Cthulhu thrown in.

So I'm try to make a list of possible "career" skills that might be available to the character. Here's what I have so far:

Craft: bowyer/fletcher, woodwork, stonework, pottery, weaponsmith, leatherwork
Knowledge: nature, geography, local, agriculture?
Profession: farmer (or Know (agriculture)?), herbalist, herder

Should crafting leather armor be different than making hide armor? Those are the 2 main types of armor that people make. What about making non-metal weapons or weapons with very little metal (like spears)? Should Craft (weaponsmith) apply to them all?

Any other skills that I should add to the list?
 

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How about:

Knowledge (mountain climbing) with synergy bonuses to 'Climb'
Knowledge (supersitition) to handle those pesky 'what made those footprints' checks
Knowledge (animal husbandry) with synergy bonuses to Heal checks for animals or Handle Animal
Craft (rope)
Craft (winter gear) -- parkas, snowshoes, etc, especially improvised ones
Profession (guide) with synergy bonuses to 'Survival'
Profession (scribe) with synergy bonuses to 'Knowledge (local)'
 

Although I think a list to help steer your players in the right direction is a good thing, I would let them write in their own subskills-- subject to your approval, of course.

There are guidelines in GT for how to apply a DC to Knowledge check, whether it is general or specific, and so on.

Knowledge is a GREAT skill for helping the GM to advance the plot.

Wulf
 

Wulf Ratbane said:
Although I think a list to help steer your players in the right direction is a good thing, I would let them write in their own subskills-- subject to your approval, of course.

Can I have 5 ranks of Knowledge (Tiny little spot to hit them that makes them die instantly)?
 

Rodrigo Istalindir said:
Can I have 5 ranks of Knowledge (Tiny little spot to hit them that makes them die instantly)?


As long as I can have 5 ranks in Hide (Tiny little spot that if hit causes me to die instantly) ;)
 
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GlassJaw said:
Should crafting leather armor be different than making hide armor? Those are the 2 main types of armor that people make.
Any other skills that I should add to the list?

Craft: Tanner or Tanning should cover both armor types, although Hide should be able to be made without a craft check as it usually isn't cured. Just kill it, skin it and wear it :)
 


Wulf Ratbane said:
Subject to approval... No.


Guess the character in my Hellenic campaign will have to find something else to take :p

One drawback (and one of the reasons I'm careful with Knowledge skills especially) is that I don't like to see the players use them as an excuse to not think.

"I'm going to look at the statue and see if I can determine which dynasty it came from. Can I make a knowledge (art) check?" = OK

"I rolled a 20 on a knowledge (art) check. Do I find anything?" = Not so Ok.
 

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