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*TTRPGs General
Profession/Crafting skills: Why?
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<blockquote data-quote="GlaziusF" data-source="post: 4504426" data-attributes="member: 74166"><p>So you use the same swing you'd use to knock a goblin flat to squash an ooze flat. The difference is that the ooze can still move around just fine (using its move action on <em>shifting form</em>) but it'll be easier to hit and harder for it to hit you until it squirps back up to its full height. </p><p></p><p>I do agree that this is mostly for game reasons, so people don't have to memorize a list of status exceptions based on creature type, but really it takes 10 seconds to paper a plausible story on top. People are good at stories. That's why you remember dreams as having their own weird narrative even though they were just your brain picking random bits out of a bag.</p><p></p><p></p><p></p><p>4e gave us page 42, which is part of a nice little "this is the way you bend the rules" discussion in the DMG. </p><p></p><p>Craft and Profession and the other explicit-hook skills needed DM intervention to work anyway, so it just knocked down the facade that putting points in Craft and Profession was somehow a guarantee of in-game returns the way putting them in Hide and Jump was. If crafting and profession are important to you and your DM, you can find a way.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4504426, member: 74166"] So you use the same swing you'd use to knock a goblin flat to squash an ooze flat. The difference is that the ooze can still move around just fine (using its move action on [I]shifting form[/I]) but it'll be easier to hit and harder for it to hit you until it squirps back up to its full height. I do agree that this is mostly for game reasons, so people don't have to memorize a list of status exceptions based on creature type, but really it takes 10 seconds to paper a plausible story on top. People are good at stories. That's why you remember dreams as having their own weird narrative even though they were just your brain picking random bits out of a bag. 4e gave us page 42, which is part of a nice little "this is the way you bend the rules" discussion in the DMG. Craft and Profession and the other explicit-hook skills needed DM intervention to work anyway, so it just knocked down the facade that putting points in Craft and Profession was somehow a guarantee of in-game returns the way putting them in Hide and Jump was. If crafting and profession are important to you and your DM, you can find a way. [/QUOTE]
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Profession/Crafting skills: Why?
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