GnomeWorks
Adventurer
med stud said:
Mission accomplished!
D&D is very focused on combat and has always been that way. That's why I went to D&D from Runequest (explanation: all those non-combat skills looked nice but in the end of the day, violence was the solution). So if you want a game that focuses on brewing, crafting and professions, most likely you will never be satisfied with D&D.
You may want to get those violent tendencies looked at.
The game doesn't have to focus on just one thing, surprisingly enough. It can have solid rules for both killing dudes and making things for them.
That's one part. The other part is that it's very hard to design generic adventures for a skill that is as broad as profession. If you design adventures for your group, that's one thing. Then you know that Gamlo the Dwarf brews good ale, Logelas the Elf is a teamster of reputation and Bolbi the Halfling is a reknowned smith. In that case, you can add elements of brewing, smithing and driving wagons. The problem I find with that approach is that it feels stupid to add uses for skills because the PCs got them.
This is part of that whole concept where the PCs are special snowflakes.
Repeat after me: the PCs are not special snowflakes. Get that in your head, and this problem magically goes away.
If you are to publish an adventure it is hard to add, say, a brewing contest because the odds aren't good that someone has profession (brewing). Most parties will fail that challenge due to noone having the skill. Contrast that with Religion or Dungeoneering, where the odds are good that someone has the skill.
Convenient that any task the party is faced with, they have the means to overcome.
I wish anything else ever worked like that.