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Community
General Tabletop Discussion
D&D Older Editions
Handling things like Riding and Craft with 4E Skills.
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<blockquote data-quote="Saeviomagy" data-source="post: 5613404" data-attributes="member: 5890"><p>I remember a discussion I once had about how it would be interesting to make an entire party of accountants in shadowrun, start the game with maximum money, and begin by telling the DM "we ignore the email from Mr. Johnson to come do an adventure, invest all our cash and start shadowrunning 10 years later with the extra cash we earn".</p><p></p><p>And then we realised that would be really boring and fairly pointless.</p><p></p><p>"to make stuff" isn't a good justification to have a craft system in an RPG.</p><p></p><p>"to sing well" isn't a good justification for having a singing skill.</p><p></p><p>Now there might BE good justifications for both of those. With a world where singing is particularly important (a status sign, a form of magic, a way to soothe raging beasts), you might still have a singing skill. But the justification isn't "to sing well".</p><p></p><p>Similar with crafting: good justifications are "to make better gear than is commonly available" or "to fix things in the field" or "to alter things that we find". However I still think that if you're going to make a system for these things, it either needs to be very, very simple ("fine, your 20 points in crafting give your gun a +1 to hit") or involved enough that the entire party participates ("you must quest to the peak of mount dragorogorn and slay the mighty pergerost, then bathe the blade in it's blood to bind the magic!")</p><p></p><p>One of those justifications is good enough that an entire class exists based around it (artificers). One is good enough that it gets a skill (thievery) and the third is simply a matter of how the DM describes handing out treasure.</p><p></p><p>Hell, even "I make stuff because I can" is covered. You make an item for the same price in time and money that it costs you to buy it. There's a reason you're adventuring for treasure after all.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5613404, member: 5890"] I remember a discussion I once had about how it would be interesting to make an entire party of accountants in shadowrun, start the game with maximum money, and begin by telling the DM "we ignore the email from Mr. Johnson to come do an adventure, invest all our cash and start shadowrunning 10 years later with the extra cash we earn". And then we realised that would be really boring and fairly pointless. "to make stuff" isn't a good justification to have a craft system in an RPG. "to sing well" isn't a good justification for having a singing skill. Now there might BE good justifications for both of those. With a world where singing is particularly important (a status sign, a form of magic, a way to soothe raging beasts), you might still have a singing skill. But the justification isn't "to sing well". Similar with crafting: good justifications are "to make better gear than is commonly available" or "to fix things in the field" or "to alter things that we find". However I still think that if you're going to make a system for these things, it either needs to be very, very simple ("fine, your 20 points in crafting give your gun a +1 to hit") or involved enough that the entire party participates ("you must quest to the peak of mount dragorogorn and slay the mighty pergerost, then bathe the blade in it's blood to bind the magic!") One of those justifications is good enough that an entire class exists based around it (artificers). One is good enough that it gets a skill (thievery) and the third is simply a matter of how the DM describes handing out treasure. Hell, even "I make stuff because I can" is covered. You make an item for the same price in time and money that it costs you to buy it. There's a reason you're adventuring for treasure after all. [/QUOTE]
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Handling things like Riding and Craft with 4E Skills.
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