ra-punzel72 said:
This will fit in any cinematic system very well. But D&D never was and is still not a cinematic system.
Who what? *flips through his 4th Ed books again*
We did exactly what you described. But then started the discussions: what abiltiy to use for drawing? Dex, because you need a steady hand? No, its Wis, you have to feel it intuitive. For sure not, its Int, all about learning the theorie. The same with forging a sword: I take strength, I need this to hammer. No, you take Con, its all about endurance. Endurance? Heck, this is a skill! Then take int, you had to learn this art and remember ist now.
There's more than one way to get to a single outcome, and each one of those methods easily describes a different method of getting there. You can be a natural artist that relies on intuition or raw talent, or you can be trained and rely on technical knowhow and knowledge. Likewise you might have enough of one but not enough of the other. I know plenty of artists who know the techniques, but can't apply them with any reliability because they don't have any of the talent.
What about the viewers subjective ability to appreciate art? Every person's tastes are different, and they fall back on personal preference, and/or learned appreciation. What if the viewer is a simpleton with single digit intelligence and wisdom who can't appreciate anything that isn't a bowl of fruit with a naked woman behind it? How does that factor into your player's single die roll? Do you make it an opposed roll? "I rolled a 20 for that statue! Why don't any of the orcs appreciate my modernistic representation of the struggle of the worker class against the tyrannical supression of the state?"
On top of all that, creating a piece of art under any circumstances other than the heat of battle really shouldn't be a die roll. It's the epitome of a "take ten" situation.
The more concrete you try to make something like this the more complex it gets. Leave it as open ended as possible (and in my opion leave out as many numbers as possible.) If they want their character to be a talented artist,
any normal character sheet will be able to describe one. If they want them to be misunderstood, unappreciated, or even just outright suck, any stack of attributes will do.
If you're seriously afraid that your players will decide that their characters are just plain spectacular at absolutely everything, ask them to pick one singular thing that they're good at, be it a talent, a profession, a craft, or whatever.
And if you really, really, really want to turn it into a game, make it a skill challenge, but be prepared for it to get really boring by the third or fourth pencil sketch they decide to make.