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General Tabletop Discussion
D&D Older Editions
Crafting... can anyone make anything in 4E?
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<blockquote data-quote="knifie_sp00nie" data-source="post: 4312870" data-attributes="member: 62610"><p>Like others here, I think the answer to your problems is the DC chart on page 42 of the DMG. If you want crafting skills, it's easy to make the skill training feat cover them. Otherwise I'd just use a stat check.</p><p></p><p>In the larger view though, I think people lack insight on the world they are trying to simulate and are forcing modern conventions of work and skill into an environment that was very different.</p><p></p><p>Our modern world is very specialized. In order to survive we all have to focus our skills on a narrow profession. To some degree this has always been the case since man started living in communities, but in a medieval world most people would be generalists. The rest might be trained artisans, but day-to-day life still requires a high degree of general skill.</p><p></p><p>Even with our modern skill specialization we still have a general selection of skills that we take for granted that everyone knows. Literacy and general schooling is a good one to start with. Driving is another (USA centric). If this were d20 modern would you make everyone spend skills in order to drive or just assume everyone over the age of 18 has enough skill to get from point A to B, leaving the trained skill uses to professional drivers?</p><p></p><p>What I'm trying to say is that cobbling together the tools of basic survival is a general skill in the DnD context and even in the realistic human context. If you know what a spear is, you'll figure out how to make one real quick if your life depends on it. A 14 year old child in a South American tribe has all the knowledge necessary to survive in the rain forest, something only a specialist from the modern US would have.</p><p></p><p>So when you say you want skill expenditures and rules for crafting, it seems you're asking about the specialists. Those people probably aren't adventurers. On the other hand, basic crafting should be assumed to just be part of everyday survival for the time period the way we assume everyone has the skill to operate a microwave.</p></blockquote><p></p>
[QUOTE="knifie_sp00nie, post: 4312870, member: 62610"] Like others here, I think the answer to your problems is the DC chart on page 42 of the DMG. If you want crafting skills, it's easy to make the skill training feat cover them. Otherwise I'd just use a stat check. In the larger view though, I think people lack insight on the world they are trying to simulate and are forcing modern conventions of work and skill into an environment that was very different. Our modern world is very specialized. In order to survive we all have to focus our skills on a narrow profession. To some degree this has always been the case since man started living in communities, but in a medieval world most people would be generalists. The rest might be trained artisans, but day-to-day life still requires a high degree of general skill. Even with our modern skill specialization we still have a general selection of skills that we take for granted that everyone knows. Literacy and general schooling is a good one to start with. Driving is another (USA centric). If this were d20 modern would you make everyone spend skills in order to drive or just assume everyone over the age of 18 has enough skill to get from point A to B, leaving the trained skill uses to professional drivers? What I'm trying to say is that cobbling together the tools of basic survival is a general skill in the DnD context and even in the realistic human context. If you know what a spear is, you'll figure out how to make one real quick if your life depends on it. A 14 year old child in a South American tribe has all the knowledge necessary to survive in the rain forest, something only a specialist from the modern US would have. So when you say you want skill expenditures and rules for crafting, it seems you're asking about the specialists. Those people probably aren't adventurers. On the other hand, basic crafting should be assumed to just be part of everyday survival for the time period the way we assume everyone has the skill to operate a microwave. [/QUOTE]
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