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Profession/Crafting skills: Why?

Now how many times have you seen, in a fantasy book, people involved in mundane professions? How many times have you seen the main characters working in a mundane profession when they aren't adventuring?

How many times have you seen it be mechanically relevant to the outcome of the story? Has the grizzled old veteran hero ever seen the farm boy roll a 1 on his milk the cow check and decide to move on rather than tap the young farm boy to be the next epic hero? Does it often matter to the story how well the young princess performs her needlework, or is it merely a detail of her mundane life before she discovers that ancient tomb?

Rechan isn't arguing that no PC should ever craft anything or work as a bartender in his own tavern between forays into the Forbidden Swamp. He is arguing that crafting SKILL, not crafts themselves, is not a relevant or necessary mechanic.

The real problem in 3e, though, was not the inclusion of mechanics for such, it was that such choices limited a characters abilities to be good at their core skill set. The 3e mechanic was not a useful tool for expanding the game and RPing, but a limiting mechanic that restricted freedom and forced unsound mechanic choices onto players. Your dwarf fighter could be decent at Brewing or Jumping, but not both. The fighter had to sacrifice half his skill points a level to become a good crafter of something and it made him a poorer fighter. That is a poor mechanical system.

4e's design philosophy makes sense. There are a million ways to play the game, but at its core the D&D game is about killing monsters and taking their stuff. You don't have to play that way, but there are better systems to choose if you prefer to romance the monsters and buy them stuff, or if you prefer no monsters at all, or a game where artists live in a colony and compete to sell their artwork.

There are players and groups who enjoy utilizing a craft system. There are players who enjoy resource management, heavy political games, extended wilderness survival challenges, spending hours and days plumbing the depths of libraries for forgotten knowledge. The problem is all that can't, and shouldn't be in the core books. Many of the corner cases that lit fires the 3e staff spent so much time trying to extinguish existed because of the interaction of these subsystems with the core rules. 4e was designed with an awareness of the success of the OGL experiment and the willingness of 3rd party publishers to make all kinds of specialized content. When 3e was designed, it was unknown how well the experiment would work. With 4e, the designers were free to focus on the core system and produce a much more elegant, streamlined ruleset and relegate many of these subsystems that are only used by a smaller subset of D&D gamers to future sourcebooks, Dragon articles, or 3rd party publishers and community forums like this one.

If your group needs crafting rules, make them. Rel has a simple and elegant system. I'm sure probably more than one 3rd party publisher will tackle crafting IF there is enough player interest in it. WotC did their own research into how the game was being played and they arrived at their design philosophy in part through that research.

Myself, I find 4e very freeing. I can play my dwarf master brewer/fighter and not have to choose between being a good brewer or a good fighter. My players are free to design the characters they want to play working with me as the DM to flesh out details of their lives and skillsets before adventuring and what it means that the eladrin wizard was a musical child prodigy and how that plays in the game. He never has to roll to successfully play a song no more than the former farm boy turned cleric has to roll to help an old man milk a cow. Most expressions of those wonderful background details are best handled through RP. Why is it mechanically relevant if a PC enjoys working a loom? He just does. It's an RP detail, something for the DM to work in by having it curry some favor with a Lord who rose to the nobility from humble beginnings and whose father spun wool for a living.

Those rare times that it becomes mechanically relevant how well the PC is doing something related to his background details, a skill challenge handles it much better than a check to see if he succeeds. Take a showdown between the PC musician (that elf prodigy) and a local minstral who isn't going to stand by while the PC draws his regular Tuesday night crowd to the other tavern. He challenges the PC to your standard dueling banjoes competition. What do you want a roll to represent here? Successfully strumming notes? That's not very interesting or realistic. If you play an instrument, how often do you fail at playing songs you already know how to play? Sure, you might be flat on this note or not nail that complex guitar solo completly , but is that how such a contest is judged anyway? A skill challenge is a much better mechanical representation of the encounter that is unfolding. You have room to define success and failure and their consequences (perhaps success has a small monetary reward from the crowd or the tavernkeep for filling the house, along with a +2 boost to the parties streetwise and diplomacy checks while in town). The relevant skills aren't perfrom (wind instrument) and (lyre), but rather things like -

Insight (to read the crowd and play off their moods, picking the right type of song, something upbeat and danceable, or a funeral durge to wet their eyes)

Diplomacy (to understand their ways and customs to avoid picking a bawdy song in a community that would see that as terribly innappropriate)

Streetwise (to figure out what types of people you are dealing with based on urban clues, like understanding that this is the poorer tavern in town, by the docks, and that the room is full of sailors and their wives, so a lament about the Wreck of the Edmund Fitzgerald would endear you to everyone in the room)

Intimidate (directed at the minstral, to throw him off his game with an especially skillful display)

Acrobatics (to weave a floor show with your song choice), etc.

You end up with a vibrant encounter with a lot of options that never requires a skill check to determine if you manage to strum a series of notes in the right order or somehow muck it up.

Having a game system that gives me what I need to adjudicate challenges and gets out of the way for the rest of it is something I find very freeing as a DM and a player.
 

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Those rare times that it becomes mechanically relevant how well the PC is doing something related to his background details, a skill challenge handles it much better than a check to see if he succeeds. Take a showdown between the PC musician (that elf prodigy) and a local minstral who isn't going to stand by while the PC draws his regular Tuesday night crowd to the other tavern. He challenges the PC to your standard dueling banjoes competition. What do you want a roll to represent here? Successfully strumming notes? That's not very interesting or realistic. If you play an instrument, how often do you fail at playing songs you already know how to play? Sure, you might be flat on this note or not nail that complex guitar solo completly , but is that how such a contest is judged anyway? A skill challenge is a much better mechanical representation of the encounter that is unfolding. You have room to define success and failure and their consequences (perhaps success has a small monetary reward from the crowd or the tavernkeep for filling the house, along with a +2 boost to the parties streetwise and diplomacy checks while in town). The relevant skills aren't perfrom (wind instrument) and (lyre), but rather things like -

Insight (to read the crowd and play off their moods, picking the right type of song, something upbeat and danceable, or a funeral durge to wet their eyes)

Diplomacy (to understand their ways and customs to avoid picking a bawdy song in a community that would see that as terribly innappropriate)

Streetwise (to figure out what types of people you are dealing with based on urban clues, like understanding that this is the poorer tavern in town, by the docks, and that the room is full of sailors and their wives, so a lament about the Wreck of the Edmund Fitzgerald would endear you to everyone in the room)

Intimidate (directed at the minstral, to throw him off his game with an especially skillful display)

Acrobatics (to weave a floor show with your song choice), etc.

You end up with a vibrant encounter with a lot of options that never requires a skill check to determine if you manage to strum a series of notes in the right order or somehow muck it up.

Having a game system that gives me what I need to adjudicate challenges and gets out of the way for the rest of it is something I find very freeing as a DM and a player.

You end up with an encounter where the actual skill at playing an instrument doesn't matter at all. Not something anyone I know would like. Not surprisingly, since you consider playing music "strumming a series of notes in the right order".
 

You end up with an encounter where the actual skill at playing an instrument doesn't matter at all. Not something anyone I know would like. Not surprisingly, since you consider playing music "strumming a series of notes in the right order".

Yes, because the game is not Lutes & Lyres. You've already answered the "how skilled" issue when you wrote in the character background "musical child prodigy". We already know you play well and the minstrel plays well. The encounter isn't going to be won by outplaying the other guy, but by out competing him, picking the right songs, playing the crowd, shaking up the other guy and getting him off his game. If you want to gain a success on the challenge through pure musical ownage, you could do so with an appropriate skill or attribute check (dexterity or acrobatics for something with strings, for example, or constitution or endurance for some impressive singing), counting it as a trained skill. The ruleset allows for that to be accomplished easily as well.
 

Yes, because the game is not Lutes & Lyres. You've already answered the "how skilled" issue when you wrote in the character background "musical child prodigy". We already know you play well and the minstrel plays well. The encounter isn't going to be won by outplaying the other guy, but by out competing him, picking the right songs, playing the crowd, shaking up the other guy and getting him off his game. If you want to gain a success on the challenge through pure musical ownage, you could do so with an appropriate skill or attribute check (dexterity or acrobatics for something with strings, for example, or constitution or endurance for some impressive singing), counting it as a trained skill. The ruleset allows for that to be accomplished easily as well.

Your game is not lutes and lyres. The game is more than your game. In my game, perform is one of the most important skills, and performing competitions are a staple.
 

If you play an instrument, how often do you fail at playing songs you already know how to play? Sure, you might be flat on this note or not nail that complex guitar solo completly , but is that how such a contest is judged anyway?

<snip>

As someone who plays a few instruments, I can say that it happens pretty often, depending on your practice habits and your overall skill level. And, of course, the natural deterioration of skills due to age.

There is a nice documentary about a band preparing for a tour. One of the hired musicians says something to the effect of "X isn't playing the lead because he's the best, he's playing it because he wrote it." There quickly follows several shots of the guys in the band getting frustrated at screwing up songs they've been playing for 20+ years.

Some "contests" are simply contests of skill- can you play well enough to earn your food and lodging for the night? Other contests are about who is better, like Ralph Macchio "cuttin' heads" against Steve Vai in Crossroads.

Having craft/profession skills give you that extra bit of flexibility.

Besides, all of those Diplomacy, Insight and Streetwise checks- maybe even an Intimidate check vs your opponent ("Play THAT!!!!")- mean nothing if you ham-hand your instrument. At some point, your dude has to play.
 

The encounter isn't going to be won by outplaying the other guy, but by out competing him, picking the right songs, playing the crowd, shaking up the other guy and getting him off his game.

Actually, sometimes it is about outplaying the other guy.

Again, check out the "cuttin' heads" sequence from Crossroads. Macchio's character Eugene must beat the Devil's guitarist (played by Vai) or lose his soul. The contest involves each player playing the same musical passages. Sure, part of it is showmanship, but in the end, it boils down to the fact that Macchio's character can play a complicated guitar run- part of a Paganini caprice- that Vai's character completely fumbles. The Devil loses the wager, and Eugene walks away a winner.

(Vai, btw, actually plays both parts- the success and the flub- for the soundtrack.)
 


You, and everyone else, still hasn't answered why you cannot just put these into your background, especially when they come up so infrequently.

I'll answer it: Because the variety of skills and their proficiency at them could vary considerably from character to character and the ability to write an extensive (which is not to say "good") character background shouldn't necessarily translate into a mechanical advantage in the game.

One player may indicate that his character was the only son of a poor farmer who simply did menial tasks on the farm until the day that his family was slaughtered by Orcs and he took up the life of an adventurer to seek revenge. Another player may indicate that her character lived in a major metropolitan center, worked a large variety of jobs as a youth and is a veritable Jaqueline of All Trades.

For the first character, the applicability of his skills as indicated by his background will be rare. For the second, she may have altered the entire flavor of the campaign to the point that "infrequently" is a completely inaccurate descriptor of how often her skillset is applicable. This situation is bad enough if the players are doing it by accident. If they are actively trying to game this non-system then you could have a real problem.

Could this be addressed by simple adjudication by the GM? Most certainly. But then again, so could pretty much everything. The point of having systems and sub-systems in the game is so that not everything has to come down to a judgement call by the GM. He has enough to worry about already.

In 3.x this was dealt with by the spending of finite resources (skill points and feats) to improve skills so that one PC didn't have an unfair advantage over another. It's absolutely true that the simple farm-boy who became a Fighter after his family was killed is going to have a far narrower skillset than the Jack of All Trades type Rogue who grew up in the city simply due to the disparity in skill points. But at least there is a theoretical trade off in other abilities to compensate for that.

I'm planning to return to the model of spending a finite resource (allowing them to pick two, but only two, profession/crafting skills) to gain trade and hobby skills to add interest and flavor to my game. But in my case I'm getting what I consider to be the best of both worlds. The player determines the skills without being bound by a specific list. And because I'm adding the trade and hobby skills onto the system rather than substituting them for other skills, the PC's don't sacrifice any effectiveness in other areas.

For the record, I'm also open to the PC's developing additional skills over the course of the campaign. If a player wishes to describe their PC becoming buddies with a local musician and asking them to teach his character how to play the lute, I'm fine with eventually (over the course of some period of time and game sessions) saying, "Go ahead and add Lute as one of your Trained skills."

Anything that will help the players become more immersed and engaged with the game world and campaign is worth a bit of time and effort and this certainly falls into that category as far as I'm concerned.
 

Your dwarf fighter could be decent at Brewing or Jumping, but not both. The fighter had to sacrifice half his skill points a level to become a good crafter of something and it made him a poorer fighter. That is a poor mechanical system.

That is an absolute requirement of any mechanical system I'd ever use. If you get some advantage, you have to pay for it. It's also more realistic: Medieval knights spent their whole life training to fight, they didn't stumble into it while working as brewers.
 

Heh. I thought we were debating the validity of the Profession and Craft skills.

The people arguing for Profession with regard to musical instruments, you do realize you're actually making my point for me?

If you're using the Profession skill to judge a "devil vs guy fiddle contest", what the hell is the PERFORM skill then for?

By the SRD listing of the skills,

Knowledge (Local) to figure out what would be a popular/well received song in the region (don't want to sing Stars and Stripes in North Korea as an example)

Perform to actually be able to PLAY said song.

Why again is Profession a GOOD thing?
 

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