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Profession/Crafting skills: Why?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4506182" data-attributes="member: 710"><p>Thasmodious, while I generally agree with what you say, I don't think Kamikaze Midget is speaking of a "design failure" in your sense. He speaks of failing or meeting his (and others) needs of a game. If he needs Craft and Profession, 4E is failure to meet his needs.</p><p></p><p>My point would more be saying - it's easy to add one in. Which means it is not as big as a failure as a system where it would be hard to add one in later. Or take something out without breaking the system.</p><p></p><p></p><p>I think in a certain way, a "completist" game can sometimes be the hardest to do. Because you will often feel compelled to still do it in the "spirit" of the game. A complete game will create a lot of precedents, and adding or chaning a sub-system can feel "dangerous".</p><p></p><p>Many a house rules post was criticized for missing the "spirit" of the game - like using non-standard BAB or Save Progressions, saving throw DCs, even ability scores as feat prerequisites, and similar stuff. Quite a few modules were criticized for minor errors in stat-blocks (wrong skill modifiers, damage off, stuff like that). </p><p>I can't really say I disagree with these statements. And certainly 4E is not free of this (even with this "exception based design idea" - the exceptions are still applied in a very controlled manner, using certain building blocks.)</p><p></p><p>But a completist game means you have to bother with this every time you want to add/remove/change something.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4506182, member: 710"] Thasmodious, while I generally agree with what you say, I don't think Kamikaze Midget is speaking of a "design failure" in your sense. He speaks of failing or meeting his (and others) needs of a game. If he needs Craft and Profession, 4E is failure to meet his needs. My point would more be saying - it's easy to add one in. Which means it is not as big as a failure as a system where it would be hard to add one in later. Or take something out without breaking the system. I think in a certain way, a "completist" game can sometimes be the hardest to do. Because you will often feel compelled to still do it in the "spirit" of the game. A complete game will create a lot of precedents, and adding or chaning a sub-system can feel "dangerous". Many a house rules post was criticized for missing the "spirit" of the game - like using non-standard BAB or Save Progressions, saving throw DCs, even ability scores as feat prerequisites, and similar stuff. Quite a few modules were criticized for minor errors in stat-blocks (wrong skill modifiers, damage off, stuff like that). I can't really say I disagree with these statements. And certainly 4E is not free of this (even with this "exception based design idea" - the exceptions are still applied in a very controlled manner, using certain building blocks.) But a completist game means you have to bother with this every time you want to add/remove/change something. [/QUOTE]
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