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General Tabletop Discussion
D&D Older Editions
Handling things like Riding and Craft with 4E Skills.
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<blockquote data-quote="DracoSuave" data-source="post: 5612786" data-attributes="member: 71571"><p>The difference is opportunity cost. A skill choice in D&D4 is a lot more of a cost than a skill point was in 3.5. So, 3.5 could afford to have players spending one of their points in crafting, and the rest in other skills, or not. Particularily because classes weren't based on the skills choices in how they got across their abilities.</p><p></p><p>In 4.0 tho, skill choice is important to the class, and each skill has wider rangers of use. It's not as balanced to simply 'have a crafting skill.'</p><p></p><p></p><p></p><p>A system is not necessary. 'Your off-adventure work gives you a treasure parcel' doesn't need a lot of die-rolls. If the goal is simply to gather money, then that's simply done. If the goal is to have a pillar to roleplay on, it can be handled through roleplay.</p><p></p><p>In order for a crafting skill to be valuable in a gaming system, it needs to have a means to -exceed- the limits imposed by mundane equipment. This is why the 3.x system failed. You could have all the skill you wanted, but you could never do anything cool with it. That's why it was a waste of time? Who cares if you have a system to determine how long it takes to make a bow? It was a lost opportunity.</p><p></p><p>Contrast with the crafting system of... say... Deadlands, where the crafting abilities were used to make superpowerful things that made them righteous character selections in their own right.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5612786, member: 71571"] The difference is opportunity cost. A skill choice in D&D4 is a lot more of a cost than a skill point was in 3.5. So, 3.5 could afford to have players spending one of their points in crafting, and the rest in other skills, or not. Particularily because classes weren't based on the skills choices in how they got across their abilities. In 4.0 tho, skill choice is important to the class, and each skill has wider rangers of use. It's not as balanced to simply 'have a crafting skill.' A system is not necessary. 'Your off-adventure work gives you a treasure parcel' doesn't need a lot of die-rolls. If the goal is simply to gather money, then that's simply done. If the goal is to have a pillar to roleplay on, it can be handled through roleplay. In order for a crafting skill to be valuable in a gaming system, it needs to have a means to -exceed- the limits imposed by mundane equipment. This is why the 3.x system failed. You could have all the skill you wanted, but you could never do anything cool with it. That's why it was a waste of time? Who cares if you have a system to determine how long it takes to make a bow? It was a lost opportunity. Contrast with the crafting system of... say... Deadlands, where the crafting abilities were used to make superpowerful things that made them righteous character selections in their own right. [/QUOTE]
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Community
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Handling things like Riding and Craft with 4E Skills.
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