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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Craft vs Profession
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<blockquote data-quote="StreamOfTheSky" data-source="post: 2619634" data-attributes="member: 35909"><p>Actually, it'd be half that result, for 13 gold pieces <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Craft and Profession both allow you to make a weekly earning, however craft also lets you make useful things. I wondered about this for a while, since this seems to make craft better. However, I noticed that most Professions mentioned in various books carry some more subtle bonus. It's often a skill synergy, or situational bonuses etc... For example, profession (herbalist) gives you +2 on heal checks. Profession (sailor) gives you a lot of help when on the water (can't remember what exactly). You need Profession (siege engineer) just to fire a catapult. I've never noticed a craft skill giving any sort of bonus, so I assume that is the balance.</p><p></p><p>The reason I decided on this is because next game I DM, I will let each player pick one craft or profession skill that fits with their backstory. They will get free maxed ranks in this skill as they progress. The balance for any funky profession skills they might pick (vs. a craft skill) will be some appropriate, but small bonus. Profession (cobbler) might give the character a bonus on rolls to continue on a forced march, for example, due to having comfortable, customized footwear.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 2619634, member: 35909"] Actually, it'd be half that result, for 13 gold pieces :) Craft and Profession both allow you to make a weekly earning, however craft also lets you make useful things. I wondered about this for a while, since this seems to make craft better. However, I noticed that most Professions mentioned in various books carry some more subtle bonus. It's often a skill synergy, or situational bonuses etc... For example, profession (herbalist) gives you +2 on heal checks. Profession (sailor) gives you a lot of help when on the water (can't remember what exactly). You need Profession (siege engineer) just to fire a catapult. I've never noticed a craft skill giving any sort of bonus, so I assume that is the balance. The reason I decided on this is because next game I DM, I will let each player pick one craft or profession skill that fits with their backstory. They will get free maxed ranks in this skill as they progress. The balance for any funky profession skills they might pick (vs. a craft skill) will be some appropriate, but small bonus. Profession (cobbler) might give the character a bonus on rolls to continue on a forced march, for example, due to having comfortable, customized footwear. [/QUOTE]
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Craft vs Profession
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