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Houserules for tools
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<blockquote data-quote="5ekyu" data-source="post: 7538311" data-attributes="member: 6919838"><p>I always treated proficiency with tool as a profession - it seemed to be what the rules indicated. So, if you are just creating a batch of new skills called professions that do what tool proficiencies do, ok. Only drawback is the house rule baggage to reach the same plsce.</p><p></p><p>"I'd drop Proficiency Healers kit and use Medicine (Proffession Healer), so there's no overlap."</p><p></p><p>Healers kit is not a tool and has no proficiency. Its adventuring gear and has defined uses. </p><p></p><p>Whether it's called tools or professions or background skills, many systems have used this same basic mechanic to have one set of (generally speaking) adventuring proficiencies and another set of more background or sort of day job expertise to try and mitigate the drive to get as much as possible of the adventuring stuff at the expense of common sense stuff.</p><p></p><p>This intent is shown in the custom background as you can get two skills and two tools but not four skills.</p><p></p><p>If your goal is to de facto roll up tool proficiencies into skills and let tool proficiency slots go into competition with more skill slots in general, that's not an approach I would be taking in my games because i think long run it would lose fun and useful character definitions.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7538311, member: 6919838"] I always treated proficiency with tool as a profession - it seemed to be what the rules indicated. So, if you are just creating a batch of new skills called professions that do what tool proficiencies do, ok. Only drawback is the house rule baggage to reach the same plsce. "I'd drop Proficiency Healers kit and use Medicine (Proffession Healer), so there's no overlap." Healers kit is not a tool and has no proficiency. Its adventuring gear and has defined uses. Whether it's called tools or professions or background skills, many systems have used this same basic mechanic to have one set of (generally speaking) adventuring proficiencies and another set of more background or sort of day job expertise to try and mitigate the drive to get as much as possible of the adventuring stuff at the expense of common sense stuff. This intent is shown in the custom background as you can get two skills and two tools but not four skills. If your goal is to de facto roll up tool proficiencies into skills and let tool proficiency slots go into competition with more skill slots in general, that's not an approach I would be taking in my games because i think long run it would lose fun and useful character definitions. [/QUOTE]
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