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Profession/Crafting skills: Why?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4497796" data-attributes="member: 19675"><p>Unless you're playing Hammer and Chisel: Craftsman Adventures, I can't see a purpose for having any sort of profession or craft skill.</p><p></p><p> </p><p></p><p>Because it makes sense for the PC to do so, either because of roleplay or campaign situations- the PC may wish to fabricate something that is not otherwise readily available. Example- in a recent campaign, I wanted my PC to use a Dire Pick, but he could never find a craftsman capable of making one. Had he had the skill points, he could have made one and eventually enchanted it.</p><p></p><p></p><p></p><p>It may not exist in all campaigns, but it can and does happen. Sometimes, its even crucial to the plot.</p><p></p><p></p><p></p><p>Sure it does, if the PC makes use of it enough times. Someone who is playing the role of a super-scientist will probably load up on KSs, why shouldn't someone who is playing the role of a mason turned warrior (like a Paladin I once played) have some knowledge of architecture and engineering? Such skills may even prove useful in an actual game situation in the hands of a top-notch player and an open-minded DM.</p><p></p><p>Besides, if you think about it, some non-craft/profession skills are still profession skills without the name attached. Things like "Appraisal," "Carousing," "Gather Info," "Sleight of Hand," "Streetwise" and so forth are generally the bailywick of certain "professions" and have just been broken out of those jobs for game purposes.</p><p></p><p></p><p></p><p></p><p>I would and have done so. Yes there were groans of disappointment if there was a skill failure, but when the goal was achieved later, there was much rejoicing.</p><p></p><p>To me, such a failure is no more disruptive than a greatly skilled warrior rolling a 1 in combat and accidentally skewering his ally, or a dex-monster PC who makes a critical failure on an acrobatics roll.</p><p></p><p></p><p></p><p>Again, something like this may vary from game to game and campaign to campaign. A thief finding himself in a tightly controlled LG theocracy not his homeland might have better odds of making his own poisons than buying them.</p><p></p><p></p><p>Fairness would be the first concern. Having rules in place at least gives a guideline beyond arbitrary "Yes" or "No" answers to players' requests.</p><p></p><p></p><p></p><p>OTOH, game effects that can cause breakage or degradation of equipment aren't uncommon- Sunders from 3.X, or Drains/Suppress/Transforms from HERO just to name a couple. Having the skillset to be self-sufficient in the area of repairs can be invaluable. Ditto being able to craft one's own ammo.</p><p></p><p></p><p></p><p>Sure. Just because something won't be used by the majority of players doesn't mean it won't add to the quality of the game. In addition, their inclusion is probably a trivial expense in terms of production costs.</p><p></p><p>So why not?</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4497796, member: 19675"] Unless you're playing Hammer and Chisel: Craftsman Adventures, I can't see a purpose for having any sort of profession or craft skill. Because it makes sense for the PC to do so, either because of roleplay or campaign situations- the PC may wish to fabricate something that is not otherwise readily available. Example- in a recent campaign, I wanted my PC to use a Dire Pick, but he could never find a craftsman capable of making one. Had he had the skill points, he could have made one and eventually enchanted it. It may not exist in all campaigns, but it can and does happen. Sometimes, its even crucial to the plot. Sure it does, if the PC makes use of it enough times. Someone who is playing the role of a super-scientist will probably load up on KSs, why shouldn't someone who is playing the role of a mason turned warrior (like a Paladin I once played) have some knowledge of architecture and engineering? Such skills may even prove useful in an actual game situation in the hands of a top-notch player and an open-minded DM. Besides, if you think about it, some non-craft/profession skills are still profession skills without the name attached. Things like "Appraisal," "Carousing," "Gather Info," "Sleight of Hand," "Streetwise" and so forth are generally the bailywick of certain "professions" and have just been broken out of those jobs for game purposes. I would and have done so. Yes there were groans of disappointment if there was a skill failure, but when the goal was achieved later, there was much rejoicing. To me, such a failure is no more disruptive than a greatly skilled warrior rolling a 1 in combat and accidentally skewering his ally, or a dex-monster PC who makes a critical failure on an acrobatics roll. Again, something like this may vary from game to game and campaign to campaign. A thief finding himself in a tightly controlled LG theocracy not his homeland might have better odds of making his own poisons than buying them. Fairness would be the first concern. Having rules in place at least gives a guideline beyond arbitrary "Yes" or "No" answers to players' requests. OTOH, game effects that can cause breakage or degradation of equipment aren't uncommon- Sunders from 3.X, or Drains/Suppress/Transforms from HERO just to name a couple. Having the skillset to be self-sufficient in the area of repairs can be invaluable. Ditto being able to craft one's own ammo. Sure. Just because something won't be used by the majority of players doesn't mean it won't add to the quality of the game. In addition, their inclusion is probably a trivial expense in terms of production costs. So why not? [/QUOTE]
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