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Profession/Crafting skills: Why?
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<blockquote data-quote="roguerouge" data-source="post: 4504123" data-attributes="member: 13855"><p>"No one needs the sailor profession, you've got an entire set of skills right there that determine how good you are as a sailor, use them."</p><p></p><p>Yes, I could resolve a naval maneuvering scenario by a lengthy series of rolls of bluff, sense motive, spot, knowledge: nature, knowledge: history, climb, balance, and use rope. Every round. </p><p></p><p>Or I could use Profession: sailor opposed rolls to determine the advantage and get to the ballista shots and boarding actions. </p><p></p><p>Which promotes more immersion in an action-packed story and leads to a faster pace? </p><p></p><p>And it's not like I can't turn to that lengthy list of skills for when my player says that she wants to try a special maneuver.</p><p></p><p>And, note, that the use of K: geography for navigation and P: sailor for captaining a ship is from Stormwrack.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4504123, member: 13855"] "No one needs the sailor profession, you've got an entire set of skills right there that determine how good you are as a sailor, use them." Yes, I could resolve a naval maneuvering scenario by a lengthy series of rolls of bluff, sense motive, spot, knowledge: nature, knowledge: history, climb, balance, and use rope. Every round. Or I could use Profession: sailor opposed rolls to determine the advantage and get to the ballista shots and boarding actions. Which promotes more immersion in an action-packed story and leads to a faster pace? And it's not like I can't turn to that lengthy list of skills for when my player says that she wants to try a special maneuver. And, note, that the use of K: geography for navigation and P: sailor for captaining a ship is from Stormwrack. [/QUOTE]
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Profession/Crafting skills: Why?
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