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General Tabletop Discussion
*TTRPGs General
Profession/Crafting skills: Why?
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<blockquote data-quote="steenan" data-source="post: 4496602" data-attributes="member: 23240"><p>I agree that Profession skills in 3.x were done poorly. It was very unclear what they let you do, some overlapped heavily with some of the "adventuring skills". The disadvantages of this system are numerous and have all been listed by previous posters. </p><p></p><p>Craft skills, on the other hand, are something I feel a need to have. They may be done in such a way that they have well-defined scopes and are, at least occasionally, useful for characters. My 3.0 characters used crafts quite often:</p><p></p><p>My ranger crafted traps and repaired leather items (boots, cloaks, bags etc.). Repairs may be handwaved as a part of his background, but traps need a numerical measure of effectivenes, hard to get without a skill roll.</p><p></p><p>My sorcerer crafted many different things in his career, being a trained jeweller, tailor and cook (and boosting these skills with self-made magic items). Most of time it was useful, but not very important and could go without a test. There were some cases, though, when I had to reach the heights of arts:</p><p>- Creating a dress for a party cleric when we were to meet a king and she had nothing to wear that would be approproate in court. Of course, we could order it from a tailor, but it would take two or three weeks and we needed it for the next day. Craft (tailor) DC 30 did it.</p><p>- Preparing a killed aboleth to be edible - because we were in a middle of a sea, at least a few days from nearest coast, and most of our food had been dstroyed during a fight.</p><p>- Fashioning gold we gained in a not very honest way into a from that could be sold for a good price while not looking similar to what it was before.</p><p>- Creating jewellery good enough to be enchanted when we had neither time nor opportunity to buy it.</p></blockquote><p></p>
[QUOTE="steenan, post: 4496602, member: 23240"] I agree that Profession skills in 3.x were done poorly. It was very unclear what they let you do, some overlapped heavily with some of the "adventuring skills". The disadvantages of this system are numerous and have all been listed by previous posters. Craft skills, on the other hand, are something I feel a need to have. They may be done in such a way that they have well-defined scopes and are, at least occasionally, useful for characters. My 3.0 characters used crafts quite often: My ranger crafted traps and repaired leather items (boots, cloaks, bags etc.). Repairs may be handwaved as a part of his background, but traps need a numerical measure of effectivenes, hard to get without a skill roll. My sorcerer crafted many different things in his career, being a trained jeweller, tailor and cook (and boosting these skills with self-made magic items). Most of time it was useful, but not very important and could go without a test. There were some cases, though, when I had to reach the heights of arts: - Creating a dress for a party cleric when we were to meet a king and she had nothing to wear that would be approproate in court. Of course, we could order it from a tailor, but it would take two or three weeks and we needed it for the next day. Craft (tailor) DC 30 did it. - Preparing a killed aboleth to be edible - because we were in a middle of a sea, at least a few days from nearest coast, and most of our food had been dstroyed during a fight. - Fashioning gold we gained in a not very honest way into a from that could be sold for a good price while not looking similar to what it was before. - Creating jewellery good enough to be enchanted when we had neither time nor opportunity to buy it. [/QUOTE]
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