It does say that, right in the 3E PHB "Profession" entry (I quoted it earlier).
So what does a DC of say Profession (sailor) 15 mean then to the players?
It does say that, right in the 3E PHB "Profession" entry (I quoted it earlier).
Kamikaze is saying that this same division between story and gameplay is being called in here, and...well, yes, it is.
Staying upright on a rocking surface is a balance check. Not throwing up on a rolling sea is a sea legs (profession sailor) check. They're not the same thing. Balance doesn't teach you how to tack, and knowing how to sail doesn't teach you how to walk on a thin ledge. They're separate skills.The problem isn't that Balance doesn't cover sea legs (Er, looking at the Balance skill again, if it doesn't cover sea legs, what the hell does it cover then?)
Again, the profession skills are there to fill the gap BETWEEN other skills, not to be used instead. A sailor character would logically have use rope, balance AND profession Sailor, and use each in different circumstances. It's like suggesting that Survival (which allows you to hunt animals for food) allows you to cheat by not having Move Silently. This clearly isn't the case.It's the fact that you can apply Profession (Sailor) to the other SUB-skills and basically "cheat" the system.
MOST sailors wouldn't have many ranks, as they'd be commoner level 3 at most. 3E assumes nearly everyone can read, this is totally at odds with our history, and is not specific to sailors.As an aside, it should be pointed out that MOST sailors actually couldn't navigate either. Most deckhands had rudimentary reading skills.
Whereas the SRD defines a profession as "a skill representing an aptitude in a vocation requiring a broader range of less specific knowledge." Which is just a way of saying it 'fills the gaps' between other skills.Furthermore, the SRD defines "directions" under survival (Knowledge -geography provides a synergy bonus) as the Survival skill is the skill you roll against to both determine Weather conditions for the next 24 hours AND directions...
Again I disagree. Profession (sailor) doesn't at any point replace Use Rope, Balance, Climb or any other skill and no attempt should be made to use it when the more specific skills are appropriate.Profession (sailor) not only makes Use Rope, Balance, Climb less valuable skills but also Survival and Knowledge (Nature)....
ACTING? Acting might fool someone for a very short period of time, but it won't fool anyone who actually works in the field. I outlined disguise as something you'd use in ADDITION to your profession skill. To be a carpenter you need to BE a carpenter, you can't just ACT as a carpenter and expect to fool anyone. You cannot just act as a mason and expect to get into the guild of masons, they'll spot you for a fraud in an instant. The same applies to all other professions.re: Profession (waiter)
Um, you're actually spending skill points in this? Never mind that the scenario you listed is covered by either Disguise and/or Perform (Acting), and/or Knowledge (Nobility and Royalty).
Yes certainly I'd allow it. And as above, it wouldn't be used where other skills are more appropriate. Being a Circus performer doesn't mean you don't need to take tumble, balance or jump. Each is a different task, and is applied at a different time. The skill Profession (circus performer) includes less specific tasks, such as knowing when to make a fool of yourself to get the best laugh, how to walk in clown shoes or how to interact with OTHER performers. To walk the tight-rope, you still need your balance checks, and no level of Profession skill will change that. Likewise being good at Perform (clown act) doesn't mean you'll know how much to charge for people to come and see the show.As an aside, would anyone allow this in the game, Profession (Circus/Carnival Performer or Court Jester). Circus performers are one of the oldest professions in medieval life and also one that I think is actually more common to appear as background fluff in modules than say Sailors.
So true.Yes, they should be optional. That means that you still have the option there ;p
No. It's not, and it never will be.
Gameplay is the dice you roll and the things you say, story is what your DM says in response. Your DM may assign some story responsibility to you, but he always has right of first refusal.
It's practically impossible for a game to survive where the dice the players roll and the things they say have absolutely no connection to any comment of the DM on the action. Even the combats take place in the story, since they don't have the luxury of suddenly shifting into an enclosed parallel dimension and then seamlessly back to reality with no time passed the way they can in a computer RPG. They have to take place in the world, Chrono Trigger-style.
Actually, yes- and I know because I work in the music industry (as a Lawyer and marketer).Actually no. That would be "Profession: Marketer" But of course both of those skills are pointless[as described above].
You are a hero saving the world, you will not ever need to test your ability to book a show, and if by some crazy stretch of the imagination that you do, you have plenty of other skills to make it an interesting skill challenge that your DM can actually describe in an engaging way
Hello, my name is Mallus, and I'm an inveterate role-player (funny voices and all). But I don't need mechanical representation for every facet of my characters. I'm content with a lot of my character existing in my head and, of course, in my performance of him/her on game day.
So I prefer a small list of broadly-applicable skills that focus on common adventuring task resolution. I can take or leave craft and profession skills. Mostly leave.
Hello,
I'm a latecomer to this discussion, and I actually appreciate existence of Craft/Profession skills in game. My NPCs use them, players use them to earn a living, at various moments tasks requiring use of certain skills pop up.
Their broad aspect helps with defining work/background experience for numerous characters.
According to REH, Conan C. was a son of blacksmit, by the way.
Regards,
Ruemere
I find Professions, as either a single freebie choice or as a feat choice as something that is useful. I also like Rel's homebrew system.
For those who don't see uses for things like profession, have you ever used those skills to masquerade as a ....(what ever ) to gain access to X place.
Have you ever had to decode ancient languages
or learning a new language spoken by your captors.
What about improvising weapons when you are taken prisoner or put into slavery?
And you haven't lived until you've walled up an old enemy and left him to die as his air runs out.
You're not quite grasping the problem here. Yes, that is the problem - it's being argued that the dice SHOULD have little to no connection to the in game story by the proponents of not having any crafting put into place; instead, gameplay shouold be sequestered away from storyline, and what happens in Veg-sorry, combat, stays in combat. Once the mechanics have been taken care of, you can switch into Story Mode and keep going there. This is why there this thought of "Crafting and profession are useless;" because they cannot understand why you would want mechanics that directly relate to the story.
Combat takes place in the real world and not the mysterious combat dimension.
The reason Craft and Profession are mostly useless is that they're part of 3E's skill system, which was itself mostly useless.
Seriously.
4E moved on to a model of skills that represented very general and very broad categories of action, so most of the explicit-hook skills got taken out behind the barn and shot. You can't spend 1/4 of your trained skills to reflect that you were a shopkeeper or could play the trumpet or whatever, but that doesn't mean you can't still say that you were.
... a game where artists live in a colony and compete to sell their artwork.