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General Tabletop Discussion
*TTRPGs General
Profession/Crafting skills: Why?
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<blockquote data-quote="Dausuul" data-source="post: 4500138" data-attributes="member: 58197"><p>This completely misses the point. You have to pay X amount of character resources (in this case, skill points/trained skills) to learn a given skill. If you're paying for adventuring skills and non-adventuring skills out of the same pool of resources, then the game designers must set the relative value of adventuring and non-adventuring skills; in essence, deciding what the "standard" ratio of adventuring to non-adventuring should be.</p><p></p><p>Any DM who deviates from that standard ratio is going to end up with a situation in which players are punished for picking the "wrong" skills, and pretty much depend on the DM to tell them how to make their characters. That's a lousy way to design a system.</p><p></p><p></p><p></p><p>You know, bringing up the striker/defender/controller/leader roles is an interesting angle here... because the goal of defining those roles was to ensure that everyone had something effective to do in a fight. You have the choice to be a heavy melee brute, a nimble archer, or a pyromaniac spellslinger, but regardless of which you choose, you're going to have something effective to do when a fight breaks out. The choice you specifically do <em>not</em> have is whether to be good at combat. There is no "noncombatant" role.</p><p></p><p>I see it the same way with separating out adventuring from non-adventuring skills. You have the choice to be a blacksmith or a sailor or a minstrel or a soldier (that last one being defined by knowledge of military tactics, siege weaponry, logistics, and so forth). What you do <em>not</em> have is the choice to trade out having a more well-rounded character for being a more effective adventurer... or vice versa.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4500138, member: 58197"] This completely misses the point. You have to pay X amount of character resources (in this case, skill points/trained skills) to learn a given skill. If you're paying for adventuring skills and non-adventuring skills out of the same pool of resources, then the game designers must set the relative value of adventuring and non-adventuring skills; in essence, deciding what the "standard" ratio of adventuring to non-adventuring should be. Any DM who deviates from that standard ratio is going to end up with a situation in which players are punished for picking the "wrong" skills, and pretty much depend on the DM to tell them how to make their characters. That's a lousy way to design a system. You know, bringing up the striker/defender/controller/leader roles is an interesting angle here... because the goal of defining those roles was to ensure that everyone had something effective to do in a fight. You have the choice to be a heavy melee brute, a nimble archer, or a pyromaniac spellslinger, but regardless of which you choose, you're going to have something effective to do when a fight breaks out. The choice you specifically do [I]not[/I] have is whether to be good at combat. There is no "noncombatant" role. I see it the same way with separating out adventuring from non-adventuring skills. You have the choice to be a blacksmith or a sailor or a minstrel or a soldier (that last one being defined by knowledge of military tactics, siege weaponry, logistics, and so forth). What you do [I]not[/I] have is the choice to trade out having a more well-rounded character for being a more effective adventurer... or vice versa. [/QUOTE]
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Profession/Crafting skills: Why?
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