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*TTRPGs General
Profession/Crafting skills: Why?
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<blockquote data-quote="Cadfan" data-source="post: 4495854" data-attributes="member: 40961"><p>I feel like I should clarify my opinion on this.</p><p></p><p>I consider "just wing it" to be a valid profession/craft system. It was the only system I had when I first started gaming, and it worked just fine. I don't think you can rule out counting player/dm interaction as part of the game set- its what makes RPGs into RPGs, in a way, so it has to count for something.</p><p></p><p>So for me the question isn't "should D&D have craft and profession rules?" Because it always will, as long as there are DMs and character backstories. The question is more, "what sort of craft and profession rules should D&D have?" Or perhaps, "should D&D have 3e style craft and profession skills?"</p><p></p><p>And I think the answer to that is "no." I prefer winging it to using the 3e style system. I don't think this reflects a change in game focus, or really anything at all. I guess I can see how someone might feel that way, but since my first character ever was a rules cyclopedia wizard who was also a master blacksmith in a game system with no crafting rules, I don't feel much change.</p><p></p><p>To my mind, the failure of the 3e version of craft and profession rules was that:</p><p></p><p>1. Poor siloing. Having been raised as a blacksmith's apprentice shouldn't trade off as heavily as it did with things like learning to jump, swim, or climb trees.</p><p>2. Unclear outcomes. Not always true, but often true.</p><p>3a. Too precise. 5% increments aren't really necessary for most profession or craft skills. Is it really important that one character have a +12 at weaving, while another has +13 at fletchery? Probably not. </p><p>3b. Too precise. This is also related to number 2. Too much precision in statistics without much precision in outcome.</p><p>4. Take 10 and Take 20 made a lot of that precision pointless. This is related to 3a. Why differentiate between a +12 and a +13 if you're just going to Take 10 or 20 anyways and beat the DC by a mile?</p><p>5. Unclear overlap with a lot of other skills. The stereotypical example was Profession: Sailor, and how it affected all your other sailing related skills.</p><p></p><p>There are places in the game where bonuses spread across a d20 make sense, but I don't think its here. At least not for most skills and most campaigns. Winging it gets you through without all the rigmarole.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4495854, member: 40961"] I feel like I should clarify my opinion on this. I consider "just wing it" to be a valid profession/craft system. It was the only system I had when I first started gaming, and it worked just fine. I don't think you can rule out counting player/dm interaction as part of the game set- its what makes RPGs into RPGs, in a way, so it has to count for something. So for me the question isn't "should D&D have craft and profession rules?" Because it always will, as long as there are DMs and character backstories. The question is more, "what sort of craft and profession rules should D&D have?" Or perhaps, "should D&D have 3e style craft and profession skills?" And I think the answer to that is "no." I prefer winging it to using the 3e style system. I don't think this reflects a change in game focus, or really anything at all. I guess I can see how someone might feel that way, but since my first character ever was a rules cyclopedia wizard who was also a master blacksmith in a game system with no crafting rules, I don't feel much change. To my mind, the failure of the 3e version of craft and profession rules was that: 1. Poor siloing. Having been raised as a blacksmith's apprentice shouldn't trade off as heavily as it did with things like learning to jump, swim, or climb trees. 2. Unclear outcomes. Not always true, but often true. 3a. Too precise. 5% increments aren't really necessary for most profession or craft skills. Is it really important that one character have a +12 at weaving, while another has +13 at fletchery? Probably not. 3b. Too precise. This is also related to number 2. Too much precision in statistics without much precision in outcome. 4. Take 10 and Take 20 made a lot of that precision pointless. This is related to 3a. Why differentiate between a +12 and a +13 if you're just going to Take 10 or 20 anyways and beat the DC by a mile? 5. Unclear overlap with a lot of other skills. The stereotypical example was Profession: Sailor, and how it affected all your other sailing related skills. There are places in the game where bonuses spread across a d20 make sense, but I don't think its here. At least not for most skills and most campaigns. Winging it gets you through without all the rigmarole. [/QUOTE]
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