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<blockquote data-quote="Saracenus" data-source="post: 5756863" data-attributes="member: 47839"><p>And this begs the question, why play D&D? Harnmaster from Columbia Games would better suit this kind of play (a skill based character system that goes hardcore simulation).</p><p></p><p>I am sure there are a bevy of other RPGs that can do what he wants better.</p><p></p><p>In 4e being a jeweler isn't the main focus. If he really wants to craft jewelery and run a guild during his downtime as an adventurer, then have him take a background profession and use a skill that is appropriate to the task at hand.</p><p></p><p>Say that he is commissioned to make a necklace with rare stones that are being held by a greedy gnome. </p><p></p><p>He can use streetwise to find out that the gnome has the stones. Then it could be a straight up diplomacy roll to talk him into selling the stones or it could become a skill challenge (think heist movie or con).</p><p></p><p>Once the stones have been acquired then assume that he is skilled enough to make the necklace, but you could throw in a complication or the player could suggest a skill to make it (say use thievery for fine detail work, dungeoneering to make the best cut, or arcana if the stone were from the elemental chaos).</p><p></p><p>As there are "social" elements to this, I would give bonuses for interesting role-playing choices or creative solutions that go outside the box I am constructing.</p><p></p><p>That is how I might handle it. If the player needs specific crafting rules, then 3e or a skill based system is going to better meet his needs.</p><p></p><p>My two coppers,</p></blockquote><p></p>
[QUOTE="Saracenus, post: 5756863, member: 47839"] And this begs the question, why play D&D? Harnmaster from Columbia Games would better suit this kind of play (a skill based character system that goes hardcore simulation). I am sure there are a bevy of other RPGs that can do what he wants better. In 4e being a jeweler isn't the main focus. If he really wants to craft jewelery and run a guild during his downtime as an adventurer, then have him take a background profession and use a skill that is appropriate to the task at hand. Say that he is commissioned to make a necklace with rare stones that are being held by a greedy gnome. He can use streetwise to find out that the gnome has the stones. Then it could be a straight up diplomacy roll to talk him into selling the stones or it could become a skill challenge (think heist movie or con). Once the stones have been acquired then assume that he is skilled enough to make the necklace, but you could throw in a complication or the player could suggest a skill to make it (say use thievery for fine detail work, dungeoneering to make the best cut, or arcana if the stone were from the elemental chaos). As there are "social" elements to this, I would give bonuses for interesting role-playing choices or creative solutions that go outside the box I am constructing. That is how I might handle it. If the player needs specific crafting rules, then 3e or a skill based system is going to better meet his needs. My two coppers, [/QUOTE]
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