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Profession/Crafting skills: Why?
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<blockquote data-quote="Psion" data-source="post: 4496988" data-attributes="member: 172"><p>Any RPG.</p><p></p><p>Though I disagree with your stance, I can see if you play an all combat all the time sort of game, why you might not use them.</p><p></p><p>But <em>any</em> RPG? Oy.</p><p></p><p></p><p></p><p>I find this to be a very exaggerated position. A skill need not encompass a major endeavor in the characters' lives in D&D/D20. A class is there for that.</p><p></p><p></p><p></p><p>I'd never use craft or profession skills to make money, or expect PCs to do that.</p><p></p><p>I would expect them to be used to deal with problems in the adventure. I find the concept that "the only vector that PCs should be using to solve their problems should be combat" to be somewhat wanting. I can create challenges around a great variety of skills.</p><p></p><p>And, as a GM, I think that a powerful technique of getting players involved in the game is using the "specifiable" skills as a method of letting players define those skills and then presenting challenges to those skills during the course of the game.</p><p></p><p>On the flip side of the coin, I think that the craft and profession skills are a great venue to expand or specialize the game. A seafaring game should be expecting PCs with profession(sailor), etc., and a GM of such a game should provide challenges against those skills.</p><p></p><p></p><p></p><p>I'm not sure we really have grounds to communicate here then. AFAIAC, defining the character is the crux of what a character generation system is about, and if it translates into something a character should be able to do better than someone who doesn't have that background, then there should be a skill for it. If it doesn't fit a non-profession skill, then profession is a nice accommodation for it.</p><p></p><p></p><p></p><p>Is this a serious point or a jab? Has anyone ever suggested an "orphan" skill?</p><p></p><p></p><p></p><p>Skills are not a parallel to aspects. Skills are skills. Things you can do.</p><p></p><p></p><p></p><p>If a skill is required, then yes. Sort of like "we find the dragon's lair... but we're not good enough to fight him. Do we get the treasure?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p></p><p></p><p>I expect the "greatest swordsmith in the world" to have a good enough craft skill he could take 10.</p><p></p><p></p><p></p><p>Like BAB is a "god stat" in a "combat-adventuring game"? And nobody would take a class that would slight that "skill"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Seriously, it takes all types. In seafaring games, some players want to be the sailing hero, some want to be the canny navigator, some are along for the ride. Just like any other character design decision, there are many things you can make your character good at. What do you want <em>your</em> character to be good at?</p><p></p><p></p><p></p><p>I see a degree of difference between "the 3.x crafting rules need some work" and "there is no reason for craft skills." You've argued one; that does not imply the other.</p><p></p><p></p><p></p><p>If that's all there is to it, then what's to keep any other character from doing the same thing? Someone who lacks your character skill and background.</p><p></p><p>If a chargen system does not provide a fair basis to distinguish between the capabilities of characters, then it has not done its job.</p><p></p><p></p><p></p><p>Only a small subset of people play RPGs in the first place. Why have RPGs? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Psion, post: 4496988, member: 172"] Any RPG. Though I disagree with your stance, I can see if you play an all combat all the time sort of game, why you might not use them. But [i]any[/i] RPG? Oy. I find this to be a very exaggerated position. A skill need not encompass a major endeavor in the characters' lives in D&D/D20. A class is there for that. I'd never use craft or profession skills to make money, or expect PCs to do that. I would expect them to be used to deal with problems in the adventure. I find the concept that "the only vector that PCs should be using to solve their problems should be combat" to be somewhat wanting. I can create challenges around a great variety of skills. And, as a GM, I think that a powerful technique of getting players involved in the game is using the "specifiable" skills as a method of letting players define those skills and then presenting challenges to those skills during the course of the game. On the flip side of the coin, I think that the craft and profession skills are a great venue to expand or specialize the game. A seafaring game should be expecting PCs with profession(sailor), etc., and a GM of such a game should provide challenges against those skills. I'm not sure we really have grounds to communicate here then. AFAIAC, defining the character is the crux of what a character generation system is about, and if it translates into something a character should be able to do better than someone who doesn't have that background, then there should be a skill for it. If it doesn't fit a non-profession skill, then profession is a nice accommodation for it. Is this a serious point or a jab? Has anyone ever suggested an "orphan" skill? Skills are not a parallel to aspects. Skills are skills. Things you can do. If a skill is required, then yes. Sort of like "we find the dragon's lair... but we're not good enough to fight him. Do we get the treasure?" :confused: I expect the "greatest swordsmith in the world" to have a good enough craft skill he could take 10. Like BAB is a "god stat" in a "combat-adventuring game"? And nobody would take a class that would slight that "skill"? ;) Seriously, it takes all types. In seafaring games, some players want to be the sailing hero, some want to be the canny navigator, some are along for the ride. Just like any other character design decision, there are many things you can make your character good at. What do you want [i]your[/i] character to be good at? I see a degree of difference between "the 3.x crafting rules need some work" and "there is no reason for craft skills." You've argued one; that does not imply the other. If that's all there is to it, then what's to keep any other character from doing the same thing? Someone who lacks your character skill and background. If a chargen system does not provide a fair basis to distinguish between the capabilities of characters, then it has not done its job. Only a small subset of people play RPGs in the first place. Why have RPGs? ;) [/QUOTE]
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