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Profession/Crafting skills: Why?
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<blockquote data-quote="Rechan" data-source="post: 4497787" data-attributes="member: 54846"><p>And would you petition to have Psionics not be in the Core rule books? How would you feel if they were? How about cat-people? Or guns? </p><p></p><p>Would that get the same "Game and let game"? </p><p></p><p>Because I say in the last paragraph:</p><p>If they're a minor rule that only a subset of gamers are looking for, then why should they be in the <em>core rules</em>, which has all the stuff that the most people care the most about? </p><p></p><p>Those that love craft/profession skills will want them, opening up the opportunity for them to be sold an expansion with the craft/profession stuff attached to it. </p><p></p><p></p><p></p><p>Except that I don't just play in all combat all the time sort of games. </p><p></p><p>I've ran detective games, super hero games, and played in survival horror games, nation building games, and "you're small fish in a big pond"/Slice of Life Werewolf games.</p><p></p><p>But I've <strong>never</strong> come across a situation where the result of a craft or profession type check was important or pivotal. I've never come across a situation where the skill was appropriate. </p><p></p><p>It's serious, because I have seen many background-reflecting feats or traits that give bonuses because you're an orphan, or an outcast, or a rich boy, or you pick yournose or whatever. </p><p></p><p>Either way, you don't bother rolling, you just say "It's a success".</p><p></p><p>I hope you got the impression that "the only vector that PCs should be using to solve their problems should be combat" somewhere else, because I certainly didn't say that.</p><p></p><p>I love the insinuation that because I see no point in craft/profession, all I care about is Monty Haul hack'n'slash. </p><p></p><p>You know what's important to me? <strong>Story</strong>. And I believe there is a moat and stone wall between Story and Mechanics.</p><p></p><p>Because people will buy them. Supply and demand. See my response above about <em>selling expansion packs</em>. If you were talking about RPGs </p><p></p><p></p><p>Or your DM handwaves all that. </p><p></p><p>Making a pointy stick or a raft is not rocket science. I would never, ever make my players roll for things like that. </p><p></p><p>But let's just say I'll take you seriously. You're on the island. No one has the craft (make primitive crap). Then what? "Sorry you couldn't successfully sharpen a rock, so you are overrun by a flock of persistent seagulls and are killed." If no one has the appropriate nature skills, they can't figure out what's edible, and end up eating poisonous plants? "No one has profession (hunter) or (Fisher), so you can't find adequate food. You all starve." </p><p></p><p>To me, it (and Crafting/Profession as a whole) is the equivalent of in a modern-era game, forcing a player to roll a driving skill every time he gasses the car up, or make him roll to change the oil, with the possibility of harming the engine by fumbling at pouring something from a bottle into the hole.</p><p></p><p>But to a more general point, I don't believe that the player should have to roll the craft/profession stuff at all. An example on the first page was the "Macguyver" juryrigging guy. Which is a fine concept, but there's never any question "Can MacGuyver put that device together?" No! Because he's freakin' MacGuyver! He has the knowledge, it's a simple insert tab A into slot B simple, so there's no need to worry about it. The question is, "Once he has it together, does it work?" This is, to me, the "to-hit" roll, not the craft roll. There's no difference, story wise, between "I start the game with it in my inventory" and "I make it on the fly", because you have it, and you use it. </p><p></p><p>It feels like, to me, the equivalent of "Okay we're going to do some surveillance on this guy's house. But first, we have to roll our Profession: Cop skill to make sure that we 1) can actually see the window from our location, and 2) turned on the phone tap correctly." "Sorry guys, Joe rolled a 2 on his check; he falls asleep on watch, and you have a six hour gap in your stake out information."</p></blockquote><p></p>
[QUOTE="Rechan, post: 4497787, member: 54846"] And would you petition to have Psionics not be in the Core rule books? How would you feel if they were? How about cat-people? Or guns? Would that get the same "Game and let game"? Because I say in the last paragraph: If they're a minor rule that only a subset of gamers are looking for, then why should they be in the [I]core rules[/I], which has all the stuff that the most people care the most about? Those that love craft/profession skills will want them, opening up the opportunity for them to be sold an expansion with the craft/profession stuff attached to it. Except that I don't just play in all combat all the time sort of games. I've ran detective games, super hero games, and played in survival horror games, nation building games, and "you're small fish in a big pond"/Slice of Life Werewolf games. But I've [B]never[/B] come across a situation where the result of a craft or profession type check was important or pivotal. I've never come across a situation where the skill was appropriate. It's serious, because I have seen many background-reflecting feats or traits that give bonuses because you're an orphan, or an outcast, or a rich boy, or you pick yournose or whatever. Either way, you don't bother rolling, you just say "It's a success". I hope you got the impression that "the only vector that PCs should be using to solve their problems should be combat" somewhere else, because I certainly didn't say that. I love the insinuation that because I see no point in craft/profession, all I care about is Monty Haul hack'n'slash. You know what's important to me? [B]Story[/B]. And I believe there is a moat and stone wall between Story and Mechanics. Because people will buy them. Supply and demand. See my response above about [I]selling expansion packs[/I]. If you were talking about RPGs Or your DM handwaves all that. Making a pointy stick or a raft is not rocket science. I would never, ever make my players roll for things like that. But let's just say I'll take you seriously. You're on the island. No one has the craft (make primitive crap). Then what? "Sorry you couldn't successfully sharpen a rock, so you are overrun by a flock of persistent seagulls and are killed." If no one has the appropriate nature skills, they can't figure out what's edible, and end up eating poisonous plants? "No one has profession (hunter) or (Fisher), so you can't find adequate food. You all starve." To me, it (and Crafting/Profession as a whole) is the equivalent of in a modern-era game, forcing a player to roll a driving skill every time he gasses the car up, or make him roll to change the oil, with the possibility of harming the engine by fumbling at pouring something from a bottle into the hole. But to a more general point, I don't believe that the player should have to roll the craft/profession stuff at all. An example on the first page was the "Macguyver" juryrigging guy. Which is a fine concept, but there's never any question "Can MacGuyver put that device together?" No! Because he's freakin' MacGuyver! He has the knowledge, it's a simple insert tab A into slot B simple, so there's no need to worry about it. The question is, "Once he has it together, does it work?" This is, to me, the "to-hit" roll, not the craft roll. There's no difference, story wise, between "I start the game with it in my inventory" and "I make it on the fly", because you have it, and you use it. It feels like, to me, the equivalent of "Okay we're going to do some surveillance on this guy's house. But first, we have to roll our Profession: Cop skill to make sure that we 1) can actually see the window from our location, and 2) turned on the phone tap correctly." "Sorry guys, Joe rolled a 2 on his check; he falls asleep on watch, and you have a six hour gap in your stake out information." [/QUOTE]
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