hectorse said:O RLY?
Are you serious?
Looks like I really don't have a response. Oh, waith, I know! I refuse to acknowledge you further
Hmmmm
hectorse said:O RLY?
Are you serious?
Looks like I really don't have a response. Oh, waith, I know! I refuse to acknowledge you further
hectorse said:You are being deliberately obtuse now and I refuse to acknowledge you further
I think you've just solved it!GnomeWorks said: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.
Fallen Seraph said: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 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.
Thasmodius said: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.
theNater said:Reaping Strike Farmer craft 1
By toiling in the fields, you manage to coax them to productivity even in the worst conditions.
At-Will * Martial, Tool
Standard Action Melee tool
Target: One field
Attack: Con vs. Weather
Hit: 2d6 + con bushels.
Miss: con bushels.
hectorse said:mechanics support the fluff?
Really, now?...
med stud said:I think of skills like Craft or Profession as skills that cater to the minority and as such I think the minority can come up with their own rules for it instead of the majority having to deal with useless pages in their books.
med stud said:If you want to have professions as skills, it's dead easy to add them: Make them skills to be trained which add +5 to the relevant ability! Give one of them as a free trained skill at char-gen! Then go knock yourself out with brewing contests to impress dwarven kings.
See I like the idea of background trained skills just fine. Seems very 4E, but...
a.) I really agree with Mearls I don't want them in core because I don't want game writers using such overly specific features in their products. It should be a part of the DM to table contract not the WotC to Players and Writers contract.
b.) I do think Craft and Profession skills are stupid swingy. They're spotlights when I'm trying to make an ensemble chorus. If someone takes Trained Blacksmithing it's either worth everything or nothing depending on his proximity to the forge and I'm supposed to reward this character for something that essentially works as an exploit. If the community of players were larger as with WoW there would be a sweet economy of crafting, but it's not it's - Pelor Willing - five gals n guys and sweet little ole me.
Profession skills are even worse:
I spent loads of training slots to have a great suite of skills for just this court room situation!
I took one slot and spent it on Profession: Peerless Rhetorician.
It's prone to spotlightishnss and I don't like spotlights. If you're players can handle it that's cool. I just think it might be a headache for me.
Subtler effects seem universally fine. Circumstance bonuses seem like a way to handle this that reflects a flavorful amount of investment rather than a selfish and permanent investment.
Recipes would be a third option. Something along the line of rituals. Or even Loresheets from Weapons of the Gods. If the whole party helps you acquire the recipe and tech for building Dromons of the Golden Horn once you've taken the Carpentry feat? That's actually pretty fantastic.