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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting - Will they ever get it right?
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<blockquote data-quote="Kannik" data-source="post: 5773148" data-attributes="member: 984"><p>With the modularity idea of Next, at least Crafting would be able to be added if so desired to the system, and left off for those who don't feel the need for it.</p><p></p><p>For myself, what I'd like to see are skills split into two broad categories: adventuring skills, and non-adventuring skills. The former would be pretty specific in scope and effect: perception, athletics, thievery, etc. The latter are more broad, dealing with social, environmental, world, trade, profession and etc type areas of knowledge, including crafting. This lets the broader skills be more character defining (ie, who is your character in the world at large, what did they do before taking up adventuring, or what do they do during their downtime) and opens up more RP opportunities during an adventure. It's what I've done for my own crafting rules supplement for 4e and it's worked out great.</p><p></p><p>The adventuring and non-adventuring skills would be picked from different pools, so one wouldn't compete with the other. </p><p></p><p>One possible way to do it in Next could be to actually have two different "classes" each character could pick -- encounter role (ie, weapon user, spell slinger, nature user, etc) and world role (clergy, soldier, artisan, bard, etc). Thus you could combine the two to get many interesting combinations -- an archer with a wilderness survivor would be one type of "Ranger", while an archer with a soldier background would be a military archer, while an archer with rogue trappings could be a sniper for hire. </p><p></p><p>peace,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 5773148, member: 984"] With the modularity idea of Next, at least Crafting would be able to be added if so desired to the system, and left off for those who don't feel the need for it. For myself, what I'd like to see are skills split into two broad categories: adventuring skills, and non-adventuring skills. The former would be pretty specific in scope and effect: perception, athletics, thievery, etc. The latter are more broad, dealing with social, environmental, world, trade, profession and etc type areas of knowledge, including crafting. This lets the broader skills be more character defining (ie, who is your character in the world at large, what did they do before taking up adventuring, or what do they do during their downtime) and opens up more RP opportunities during an adventure. It's what I've done for my own crafting rules supplement for 4e and it's worked out great. The adventuring and non-adventuring skills would be picked from different pools, so one wouldn't compete with the other. One possible way to do it in Next could be to actually have two different "classes" each character could pick -- encounter role (ie, weapon user, spell slinger, nature user, etc) and world role (clergy, soldier, artisan, bard, etc). Thus you could combine the two to get many interesting combinations -- an archer with a wilderness survivor would be one type of "Ranger", while an archer with a soldier background would be a military archer, while an archer with rogue trappings could be a sniper for hire. peace, Kannik [/QUOTE]
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Crafting - Will they ever get it right?
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