Craft/Profession

Spenser said:
I don't like this blithe dismissal of crafting skills either. Let's say rather than brewing a single beer to impress the king, what if you need to win a brewing contest, facing off against multiple NPC masters of the craft? Your PC dwarf fighter is a great brewer, because the Player Says So, and that's fine. But the NPCs are great brewers too. Are they worse? Better? How much better?

Of course, you could just declare the PC the winner or loser by fiat. But that doesn't seem very satisfying. There either needs to be some randomness, or some positive actions the PCs can take to win the contest, or some combination of the two.


OMG PEOPLE!!!

I keep reading this discourse over and over again!

Solution: Skill Challenge with moderate DC with int based checks...

Are you a skilled brewster? +5 to the roll
Do you have your tools with you? +2 to the roll

No need to roll for each contestant, just apply a pertinent DC
 

log in or register to remove this ad

Fallen Seraph said:
That is why you make it a Skill Challenge, to make it more interesting actually you could have different Skills (or Ability) Rolls for different people competing.

So, for example:

One person uses History because all he knows is from a passed down recipe.

One uses Nature to pick out the best ingredients and to measure how good it is through natural means.

One uses Arcana, because he is a Wizard and does it magically.

One uses Religion, since well he is a Dwarf :P

There is still randomness with this, in that there are still rolls, and how well they are in each skill matters, and you the DM would also deem the amount of success/failures in the Skill Challenge by how good each person is, ie: their background in brewing.

Ding, ding, ding, we have found the correct answer for 4E. Skill checks with DM modifiers.
 

"4th edition is more focused on combat." I couldn't agree more,and to me this is a good thing.

A fast-paced, easily scalable combat system makes it possible for a DM to not have to put as much thought into that end of the game. This leaves room, and the luxury of time, for everything else.

The thing that makes me happiest is that there aren't 300 pages telling me that I have to make my party's master brewer fail his check due to some minor bit of chance (the die hits a crack in the table, for instance). I've always thought that the older editions ruled things to death rather needlessly, and that the only things that needed real clarification was combat and its related materials.

I mean I've never seen someone throw a fireball and it's not something I can research very well, and watching 300 is about as close as I'll ever get to a real melee (I got this thing about bleeding). Resolving life and death situations seems more important, dice-wise, than who bangs out the nicest set of silverware.

In the case of the dwarf king, if I was going to make a roll it wouldn't be as much about the PCs' skill as it was about whether he likes their particular brand of beer. At my table I've never needed to give my players random die rolls to get them to affect my story; they're usually the ones leading me by the nose if I'm not careful.
 

Are they worse? Better? How much better?

Does it really make sense or matter for the one who is a rogue or wizard instead of a fighter to be better than the one whose a fighter? Or for the one who is higher level but 18 years old, brewing for 3 months, to be better than the one who is 180 years old and been doing it over a century?

Shackling the brewing RP to the skill system doesn't -help- make this make more sense, nor make it more fair.
 

Spenser said:
I don't like this blithe dismissal of crafting skills either. Let's say rather than brewing a single beer to impress the king, what if you need to win a brewing contest, facing off against multiple NPC masters of the craft? Your PC dwarf fighter is a great brewer, because the Player Says So, and that's fine. But the NPCs are great brewers too. Are they worse? Better? How much better?

Of course, you could just declare the PC the winner or loser by fiat. But that doesn't seem very satisfying. There either needs to be some randomness, or some positive actions the PCs can take to win the contest, or some combination of the two.
If you absolutely want it to be a skill, be it. But remember that adventurers will always have the upper hand over NPCs simply because the rules gives them an advantage.
Let's say you have a Brewing skill. If the Dwarf takes it as a Trained skill, his bonus will continuously augment over his career, while the Master Brewer NPC bonus will be stuck at his stated Level. While this might not be a problem, imagine now that the said Dwarf never ever make another Beer after hitting his 5th level (due to his adventurous life) but keeps getting better at it, while the NPC will never get better even if dedicate his whole lifetime to it.

I'd be you I'd offer to my PCs a crafting/profession skill for free at chargen and another free every 10 levels after that. As others said before, just don't force them spend useful skill training into "flavor" skills. In the end if they need a sword to be forged, direct them to the local blacksmith and i they need a beer, well, just direct them to the tavern... :p
 

keterys said:
But don't make people choose between taking Power Attack and Skill Training, because that 'improves roleplaying'. It shackles and inhibits it.

We heard this argument about fireball and phantom steed. That issue was fixed, was it not?

Power Attack : Skill Training :: Fireball : Phantom Steed. I mean, seriously.

Oh, wait, or is that needless symmetry? Ha, silly me and wanting a rules system that covers more than stabbing things and stealing their phat lewtz.

Fallen Seraph said:
It simply, is, those skills aren't needed. They can be shown perfectly with things like, ability rolls, using other skills, giving circumstantial bonuses, having more chances to fail and needing less success in skill-challenges, etc. to replicate such things.

Athletics isn't necessary. Insight isn't necessary.

This is fun. We could probably go on for days this way.

You could do away with those two skills and do exactly what you just mentioned. So why do they get to exist, and Craft doesn't?

PeterWeller said:
That's not really D&D, is it?

Or, is it?

You play the game one way, I play it another. There's no reason both those particular methods cannot make use of the same system.

The books actually devote quite a bit to out of combat activities. Heck, the adventuring rules precede the combat rules in the PHB, and a discussion of character background, personality, and motivation precedes the rules for rolling race and class. What the books actually say is, "you don't need to devote resources that could otherwise be spent on making your character better in a fight towards making your character more flavorful," and, "hey, DM, make sure your characters personalities and backstories are relevant to the game; reward them for developing these things."

You make a valid point, and perhaps the only vaguely valid point against my position. I responded to this idea earlier in this post.

Those games aren't D&D.

O RLY? Because I'm pretty sure that I just described D&D, except that I switched the mechanics combat resolution with skill resolution and vice-versa. Seems like a totally valid approach to me.

You can't tell me that that is an invalid approach, nor that that is not D&D. Also, I'd really appreciate it if you didn't use the "that's not D&D" argument, because that'll lead us to a bad place of philosophical meanderings and discussions of just what, precisely, D&D is, and the nature of the game is such that pretty much everyone's definition is going to differ. I'm not trying to belittle you here, it's just that that discussion is going to be long, tedious, and probably not get us anywhere.

3.5 did not support a wider style of play than 4E does. They promote the same breadth of play that every edition has ever promoted. Combat has always been presented as central to D&D. It has always been devoted the greatest amount of rules. Whether or not combat has been the central portion of your D&D table has always and still is up to your individual table, though I suspect many individual tables feature a good deal of combat. If they don't, they're probably playing a different game.

Really? Because the utter lack of craft system in 4e kind of implies, to me, that that's not the case.

Is combat the focus of each edition? I would argue that it's the primary mechanical focus, due to the history of the game, as well as the nature of combat. And again, there's nothing wrong with having a heavy mechanical focus on combat - but the system can support other things, and there really is no reason to not support those other perfectly valid approaches to the game.

Your preferred system (4e, presumably) has holes. If I have to admit that 3.5 has holes (and I freely do, because it does), then you have to admit that your pet edition does, as well. There's nothing wrong with that, but it needs to be acknowledged.

Fallen Seraph said:
That is why you make it a Skill Challenge, to make it more interesting actually you could have different Skills (or Ability) Rolls for different people competing.

Why not have an actual Craft skill, or Brewing skill? Why have all those other skills at all? Why does Craft get cut, but not History?

hectorse said:
Solution: Skill Challenge with moderate DC with int based checks...

No.

VBMEW-01 said:
The thing that makes me happiest is that there aren't 300 pages telling me that I have to make my party's master brewer fail his check due to some minor bit of chance (the die hits a crack in the table, for instance).

The thing that makes me irritated is that there are 300 pages telling me that I have to make my party's awesomesauce fighter fail his attack roll due to some minor bit of chance (the die hits the bag of cheetos, for instance).

I've always thought that the older editions ruled things to death rather needlessly, and that the only things that needed real clarification was combat and its related materials.

And I personally thought that they ruled combat to death, since it can be relegated to opposed skill checks. I mean, seriously, who wants to sit in combat for three hours? How droll. Just roll opposed checks and be done with it. We've got things to craft and drinks to brew! I don't need to know how many times you poke the orc with a pointy stick!

Resolving life and death situations seems more important, dice-wise, than who bangs out the nicest set of silverware.

Perhaps banging out that silverware is a life-and-death situation.
 

keterys said:
Does it really make sense or matter for the one who is a rogue or wizard instead of a fighter to be better than the one whose a fighter? Or for the one who is higher level but 18 years old, brewing for 3 months, to be better than the one who is 180 years old and been doing it over a century?

Substitute any skill in existence for brewing, in this example.

Do half of them make any sense anyway, in that context?

Why does the 18 year-old human know more about history than the 180 year-old elf/eladrin/vulcan?
 

Quote:
Originally Posted by hectorse
Solution: Skill Challenge with moderate DC with int based checks...


No.


O RLY?

Are you serious?

You are being deliberately obtuse now and I refuse to acknowledge you further
 

The reason why those skills got cut, and not ones like Athletics and Acrobatics is because they are much more necessary and are what I would view as "active skills".

D&D is first and foremost a adventuring game, where players go off on stories and adventures. Certain skills are necessary to enable this such as Acrobatics and Athletics, since they are the more active and specific to the tasks at hand, and are more active in the daily workings of a person.

Skills such as Profession and Craft, are more rare and are not as active for the daily workings of an adventurer. They also are covered by other Skills. The other Skills have very specific focus, they actively cover and perform a wide range of things within their respective category.

Profession and Craft, are not Skills that have a specific focus that actively covers and performs a wide range of things in a specific category. Since what they do are already done by the other Skills, they become in essence part of those other Skills, or divided amongst those Skills.

A Farmer for instance, would be divided amongst; Athletics, Endurance and Nature.

A Scholar; History perhaps Religion and Arcana as well.

A Blacksmith; Athletics, Endurance and perhaps History or Religion to showcase through what way he was taught.

As you can see from these examples, Professions and Crafts, do a very specific thing but the focus that they have is already covered by other Skills that perform a wider range of tasks, but with a central focus.

Thus why they aren't necessary, since their already covered.
 

GnomeWorks said:
Oh, wait, or is that needless symmetry? Ha, silly me and wanting a rules system that covers more than stabbing things and stealing their phat lewtz.

I'm really not trying to be insulting here, but can you seriously not roleplay without a book telling you how to do it? Do you not allow your PCs to anything in which they lack a stat for? Because that would be a whole mess of things.

DM: Okay, we are going to roleplay now. Would one of you please grab the PHB and turn to the roleplay tables so we can look up the results of our dice rolls.

Player1 *rolls, looks up result* - hey! my character told a joke! I get 3 RP points for that! Bill, grab the Joke Handbook and look up which joke is number 87, that's the one I told!

Player 2 - Joke 87 - what do you call a fashionable, sharp dressed gnome? A metrognome!

DM: You still need to roll to see how well you told it. Don't forget to add your Speaking modifier or the bonus from your Natural Joketeller feat.

All Players - We love roleplaying!

:D
 

Remove ads

Top