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D&D Older Editions
Handling things like Riding and Craft with 4E Skills.
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<blockquote data-quote="DracoSuave" data-source="post: 5612942" data-attributes="member: 71571"><p>Not quite. The ability to paint a simple portrait, create a simple idol, craft a normal sword... is irrelevant.</p><p></p><p>The ability to compose a masterpiece, complete with the implications a masterpiece would have in a magically rich world, would not be. </p><p></p><p>3rd edition skills allowed for the former, and ignored the latter.</p><p></p><p>Ergo... irrelevent.</p><p></p><p></p><p></p><p>How do they make themselves relevent? That's a question that needs answered, and most answers are already addressed with existing mechanics.</p><p></p><p></p><p></p><p>Mandolin playing to do -what-? Crafting jewelry for a countess is a diplomacy check that would have an inherent bonus based on the player's background. Hunting food is already a nature check. </p><p></p><p>It's not about the how, it's about what you plan to do with it.</p><p></p><p></p><p></p><p>No, they would use different methods to accomplish the same effect. An inspirational warlord might appeal to the dragon's majesty, imploring how its presence would cause great fear in the hearts of its enemies. A bard might sing magics that tell the dragon of the tales of its grandeur and awesome draconic might and magnificant plumage.</p><p></p><p>At the end tho, they're both doing the same thing: Attempting to appeal to the dragon. The only difference is the narrative used to start it. It's no more of a problem than two characters using a power to hit and then push a character... the fighter's shield bashing, and the battlemind is using kinetic force. It's still the same result of 1[W] + mods + push 1 square.</p><p></p><p></p><p></p><p>Of course not, reflected in the fact the trained cavalryman has better Nature, and Mounted Combat so he's not stuck using the horse's inferior rolls.</p><p></p><p>I mean, you'd be doing a skill challenge here, amirite? And not just a single skill ya?</p><p></p><p></p><p></p><p>I'm saying that the desired effects are usually too mundane for skill checks, or are actually other skills. </p><p></p><p>I stand by the statement: You want crafting to mean a damn, Make. Crafting. Mean. A damn. </p><p></p><p>Look, I'm pro-crafting systems. I'm anti-boring crafting systems. The 3rd edition system was boring and had absolutely no room for personal creativity. </p><p></p><p>A boring crafting system allows you to make a sword. A <strong>good</strong> crafting system allows you to become good enough to make a unique sword that no one else can use, while not unbalancing the rest of the system. </p><p></p><p>That's the difference in what you and I are talking about... you're talking about mundane uses. I'm talking about uses worth picking up dice for, that aren't covered by existing skills.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5612942, member: 71571"] Not quite. The ability to paint a simple portrait, create a simple idol, craft a normal sword... is irrelevant. The ability to compose a masterpiece, complete with the implications a masterpiece would have in a magically rich world, would not be. 3rd edition skills allowed for the former, and ignored the latter. Ergo... irrelevent. How do they make themselves relevent? That's a question that needs answered, and most answers are already addressed with existing mechanics. Mandolin playing to do -what-? Crafting jewelry for a countess is a diplomacy check that would have an inherent bonus based on the player's background. Hunting food is already a nature check. It's not about the how, it's about what you plan to do with it. No, they would use different methods to accomplish the same effect. An inspirational warlord might appeal to the dragon's majesty, imploring how its presence would cause great fear in the hearts of its enemies. A bard might sing magics that tell the dragon of the tales of its grandeur and awesome draconic might and magnificant plumage. At the end tho, they're both doing the same thing: Attempting to appeal to the dragon. The only difference is the narrative used to start it. It's no more of a problem than two characters using a power to hit and then push a character... the fighter's shield bashing, and the battlemind is using kinetic force. It's still the same result of 1[W] + mods + push 1 square. Of course not, reflected in the fact the trained cavalryman has better Nature, and Mounted Combat so he's not stuck using the horse's inferior rolls. I mean, you'd be doing a skill challenge here, amirite? And not just a single skill ya? I'm saying that the desired effects are usually too mundane for skill checks, or are actually other skills. I stand by the statement: You want crafting to mean a damn, Make. Crafting. Mean. A damn. Look, I'm pro-crafting systems. I'm anti-boring crafting systems. The 3rd edition system was boring and had absolutely no room for personal creativity. A boring crafting system allows you to make a sword. A [b]good[/b] crafting system allows you to become good enough to make a unique sword that no one else can use, while not unbalancing the rest of the system. That's the difference in what you and I are talking about... you're talking about mundane uses. I'm talking about uses worth picking up dice for, that aren't covered by existing skills. [/QUOTE]
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