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Profession/Crafting skills: Why?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4506589" data-attributes="member: 710"><p>Of course. If you play a different game from the typical D&D assumptions, forged documentation can be more important than climbing over obstacles. Or Calligraphy. Or Tea Ceremonies. Of course it depends on the type of games you play in! But every games makes assumptions what are the more likely types of games to be played in it. It's hard to go without such assumptions. The question is how much do you want to expand beyond the scope of your core assumptions.</p><p>Taking Craft as the example? Are the 3E Craft rules any good? It seems strange to me how long it would actually take to create something like a Full Plate or a Masterwork Longsword? Are the times "realistic"? Do the rules make sense? I have no idea. They exist (and they are simple and in a way I actually like them), sure, but if my game was actually trying to cover Crafting rules, I would bet they would look very different. And I suppose they also wouldn't "break down" once you entered magical items - they would built into the "real" Craft system from the get-go!</p><p></p><p>There comes a time in every type of creative work where you have to decide "I am finished. Now it's time to get others to "use" my stuff. (Using can be reading, watching, playing, studying, whatever). And sometimes you have to just admit that there are things you can't do in the time frame you had set yourself, unless you do them half-baked.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4506589, member: 710"] Of course. If you play a different game from the typical D&D assumptions, forged documentation can be more important than climbing over obstacles. Or Calligraphy. Or Tea Ceremonies. Of course it depends on the type of games you play in! But every games makes assumptions what are the more likely types of games to be played in it. It's hard to go without such assumptions. The question is how much do you want to expand beyond the scope of your core assumptions. Taking Craft as the example? Are the 3E Craft rules any good? It seems strange to me how long it would actually take to create something like a Full Plate or a Masterwork Longsword? Are the times "realistic"? Do the rules make sense? I have no idea. They exist (and they are simple and in a way I actually like them), sure, but if my game was actually trying to cover Crafting rules, I would bet they would look very different. And I suppose they also wouldn't "break down" once you entered magical items - they would built into the "real" Craft system from the get-go! There comes a time in every type of creative work where you have to decide "I am finished. Now it's time to get others to "use" my stuff. (Using can be reading, watching, playing, studying, whatever). And sometimes you have to just admit that there are things you can't do in the time frame you had set yourself, unless you do them half-baked. [/QUOTE]
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