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Profession/Crafting skills: Why?
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<blockquote data-quote="AllisterH" data-source="post: 4499772" data-attributes="member: 51325"><p>Again, this is what is so frustrating about this topic to me...</p><p> </p><p>Isn't this handled better by focusing on the specific sub-skills INVOLVED? </p><p> </p><p>Trying to convince the local guild to allow you to setup shop?</p><p>Bluff, Knowledge (local), Diplomacy etc....</p><p> </p><p>This isn't a case of a system not being able to do the job quite well. Infact, the 3E skill system by ITSELF can handle the situation better and in much finer detail and give more satisying results if you ditch Profession entirely.</p><p> </p><p>To me, for Profession this ISN"T a 4e vs 3E debate AT ALL. Since for 3E, Profession didn't and actually made the skill system worse (I'm seeing lots of examples of being ignoring KNOWLEDGE.....) </p><p> </p><p>I'm not debating CRAFT at all, (I see points for and against its inclusion) but Profession, that stuck in my craw from the very beginning because of the way it works and how it plays havoc with the REST of the skill system...</p><p> </p><p> </p><p>re: Astrolabe</p><p>Knowledge (Geography) with an Astrolabe providing a circumstance bonus a la Master's tool for lockpicing. Remember, having 5 ranks in Knowledge (Geography) already explicitly gives you a bonus in not getting lost.</p><p> </p><p>re: Fiddler's contest</p><p>The question was, how does Profession help you win a Fiddler's contest.</p><p> </p><p>So let's see....</p><p> </p><p>Knowledge (local) provides you with "what music to play" </p><p>Perform (guitar) provides you with the ability to play that music</p><p> </p><p>and Profession (guitarist) is about getting the gig? </p><p> </p><p>1. If their's a contest, you already HAVE the gig and </p><p>2. This also is Knowledge (local) for finding out what's happening in the city/town/village...</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4499772, member: 51325"] Again, this is what is so frustrating about this topic to me... Isn't this handled better by focusing on the specific sub-skills INVOLVED? Trying to convince the local guild to allow you to setup shop? Bluff, Knowledge (local), Diplomacy etc.... This isn't a case of a system not being able to do the job quite well. Infact, the 3E skill system by ITSELF can handle the situation better and in much finer detail and give more satisying results if you ditch Profession entirely. To me, for Profession this ISN"T a 4e vs 3E debate AT ALL. Since for 3E, Profession didn't and actually made the skill system worse (I'm seeing lots of examples of being ignoring KNOWLEDGE.....) I'm not debating CRAFT at all, (I see points for and against its inclusion) but Profession, that stuck in my craw from the very beginning because of the way it works and how it plays havoc with the REST of the skill system... re: Astrolabe Knowledge (Geography) with an Astrolabe providing a circumstance bonus a la Master's tool for lockpicing. Remember, having 5 ranks in Knowledge (Geography) already explicitly gives you a bonus in not getting lost. re: Fiddler's contest The question was, how does Profession help you win a Fiddler's contest. So let's see.... Knowledge (local) provides you with "what music to play" Perform (guitar) provides you with the ability to play that music and Profession (guitarist) is about getting the gig? 1. If their's a contest, you already HAVE the gig and 2. This also is Knowledge (local) for finding out what's happening in the city/town/village... [/QUOTE]
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