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Community
General Tabletop Discussion
*Pathfinder & Starfinder
New skill synergies?
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<blockquote data-quote="ElectricDragon" data-source="post: 4258433" data-attributes="member: 10778"><p>What about using the Profession skill (like bartender, waitress, messenger, etc.) to gain new contacts? And not just contacts of people you can sell to, but all kinds of contacts: everybody has to eat, most everybody in mid-evil times drinks, anybody can get or send a message, etc.</p><p>Such professionals can also overhear conversations between people; another way for the DM to put adventures on the table. Most people dismiss the presence of the waitress/bartender/messenger and continue with their talk. In this way it is kind of like Gather Information but the DM decides what, if any, information if gained without a die roll.</p><p></p><p>Once you pass 1st level, Craft loses most of its charm. Whoo Hoo! I can make a bow even though I can't afford one.</p><p>Using the Craft skill to outfit oneself or one's party is rather time-consuming. Even Alchemy requires more downtime than it is worth. Look at the tindertwig (the cheapest alchemical thing): it takes 1/4 day to make one (assuming minimum successful rolls).</p><p>Using the Craft skill to sell things is a different kind of game (Merchants and Traders, maybe?) and isn't handled by the rules.</p><p></p><p></p><p>To rawgt3:</p><p>BTW: by RAW there is no difference between new worker/performer/artisan and old-time worker/performer/artisan. Working at a place for 10 years has no benefit in and of itself. Only more ranks in the skill or better rolls of the dice improve money, not time in job.</p><p></p><p>It you don't like having synergies for Craft skills because the skill gives too much already, more power to you. I will play in my own game where learning something most of the time gives you a leg-up on something else.</p><p></p><p>e.g. learning how to make a lock should allow you a bonus to taking the lock apart or jamming it.</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 4258433, member: 10778"] What about using the Profession skill (like bartender, waitress, messenger, etc.) to gain new contacts? And not just contacts of people you can sell to, but all kinds of contacts: everybody has to eat, most everybody in mid-evil times drinks, anybody can get or send a message, etc. Such professionals can also overhear conversations between people; another way for the DM to put adventures on the table. Most people dismiss the presence of the waitress/bartender/messenger and continue with their talk. In this way it is kind of like Gather Information but the DM decides what, if any, information if gained without a die roll. Once you pass 1st level, Craft loses most of its charm. Whoo Hoo! I can make a bow even though I can't afford one. Using the Craft skill to outfit oneself or one's party is rather time-consuming. Even Alchemy requires more downtime than it is worth. Look at the tindertwig (the cheapest alchemical thing): it takes 1/4 day to make one (assuming minimum successful rolls). Using the Craft skill to sell things is a different kind of game (Merchants and Traders, maybe?) and isn't handled by the rules. To rawgt3: BTW: by RAW there is no difference between new worker/performer/artisan and old-time worker/performer/artisan. Working at a place for 10 years has no benefit in and of itself. Only more ranks in the skill or better rolls of the dice improve money, not time in job. It you don't like having synergies for Craft skills because the skill gives too much already, more power to you. I will play in my own game where learning something most of the time gives you a leg-up on something else. e.g. learning how to make a lock should allow you a bonus to taking the lock apart or jamming it. Ciao Dave [/QUOTE]
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