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*TTRPGs General
Profession/Crafting skills: Why?
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<blockquote data-quote="Psion" data-source="post: 4499290" data-attributes="member: 172"><p>If the background grants you a specific capability that is not encapsulated in the existing skills and feats, my stance is: yes it does.</p><p></p><p></p><p></p><p>Jokes aside, as I don't see salient capabilities in an Orphan profession skill, I would agree one is not needed.</p><p></p><p>Side note: spycraft has an "orphaned" talent (starting ability, like a d20 occupation.) It translates into bonuses to other abilities, much like a feat would. But again, as it's not a capability, I would have no real issue with a character who is an orphan not taking this ability.</p><p></p><p></p><p></p><p>How can you know he's good enough to just take ten if I don't know how good he is? I think that "greatest swordsmith in the world" <em>means</em> something in game terms. Something tangible. Something worth more than just jotting down as a background note. Something worthy of an investment.</p><p></p><p></p><p></p><p>Because combat is a conflict. Crafting need not be. It doesn't mean anyone can do it.</p><p></p><p></p><p></p><p>You're <em>missing</em> the argument here. Having a capability does not mean that capability needs to be rolled. That's a false criteria.</p><p></p><p>A druid can change into a bear. A druid does not need to roll to turn into a bear. So, should we conclude that a character not need to expend any character resources for such an ability?</p><p></p><p></p><p></p><p>Come play at my place sometime. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[qutoe]Really, I'm for the less mechanics, the fewer fiddly bits, the better.</p></blockquote><p></p><p>Yep. I got that stance from you once you made the "moat and wall between story and mechanics".</p><p></p><p>But not all folks share your stance.</p><p></p><p></p><p></p><p>To be clear, I'm not trying to "sell" you. It's obvious, that if you cared enough to start this thread and <em>argue it this vehemently</em>, you are pretty happy with your way of doing things.</p><p></p><p>But I wouldn't be. So you can either choose to accept that there are people out here with different priorities than you and accept that these few pages benefit us.</p><p></p><p>Or you can just go about your day, refusing to admit we exist or that our experience is negatively impacted by removing profession and craft skills.</p><p>[/QUOTE]</p>
[QUOTE="Psion, post: 4499290, member: 172"] If the background grants you a specific capability that is not encapsulated in the existing skills and feats, my stance is: yes it does. Jokes aside, as I don't see salient capabilities in an Orphan profession skill, I would agree one is not needed. Side note: spycraft has an "orphaned" talent (starting ability, like a d20 occupation.) It translates into bonuses to other abilities, much like a feat would. But again, as it's not a capability, I would have no real issue with a character who is an orphan not taking this ability. How can you know he's good enough to just take ten if I don't know how good he is? I think that "greatest swordsmith in the world" [i]means[/i] something in game terms. Something tangible. Something worth more than just jotting down as a background note. Something worthy of an investment. Because combat is a conflict. Crafting need not be. It doesn't mean anyone can do it. You're [i]missing[/i] the argument here. Having a capability does not mean that capability needs to be rolled. That's a false criteria. A druid can change into a bear. A druid does not need to roll to turn into a bear. So, should we conclude that a character not need to expend any character resources for such an ability? Come play at my place sometime. :) [qutoe]Really, I'm for the less mechanics, the fewer fiddly bits, the better.[/quote] Yep. I got that stance from you once you made the "moat and wall between story and mechanics". But not all folks share your stance. To be clear, I'm not trying to "sell" you. It's obvious, that if you cared enough to start this thread and [i]argue it this vehemently[/i], you are pretty happy with your way of doing things. But I wouldn't be. So you can either choose to accept that there are people out here with different priorities than you and accept that these few pages benefit us. Or you can just go about your day, refusing to admit we exist or that our experience is negatively impacted by removing profession and craft skills. [/QUOTE]
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Profession/Crafting skills: Why?
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