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Profession/Crafting skills: Why?
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<blockquote data-quote="GlaziusF" data-source="post: 4512469" data-attributes="member: 74166"><p>Eh, not really. Sometimes Company Y stops for some R&R and Company Z gets helped across the river by a friendly giant. </p><p></p><p></p><p></p><p></p><p>Uh, to not conflict, they have to be separate. When they conflict, that's evidence they're both pulling on the same game-world behavior, but they're doing it in different ways.</p><p></p><p>Which is actually kinda an inevitable consequence if you give people a lot of leeway with what mechanics apply to or what kind of stories they tell.</p><p></p><p>The thing with video games is that the programmers set up the limits of the mechanics and the limits of the story ahead of time, so it's easier to create the sort of "to you! To me!" thing you talk about here. But in a system intended for a broad audience, corner conflict cases are pretty much inevitable. </p><p></p><p></p><p></p><p>You don't "trip" an ooze, you knock it prone. Can an ooze "drop prone" to, say, avoid ranged attacks? Why not? I'm pretty sure you can picture an ochre jelly just kind of flattening itself and slithering along the ground, and then puffing back up to slam into somebody. Do you have a problem with knocking flying things prone? I mean, there's not much of a way to trip those either.</p><p></p><p>As for NPC role - you're talking about brute, controller, soldier, etc? That's like complaining that PCs have to decide their role before they fight any battles. </p><p></p><p></p><p></p><p>...did you just add the page count of the core rulebooks together, or is that the actual count of the rules you play with? Man, how long does it take you to answer a question at the table? </p><p></p><p>But all those rules really are, are prepared handwaving. They've been tested, somewhat, to ensure they don't break any other rules in obvious ways, but they're just as arbitrary. It's not like there's a reinforced steel room at WotC with a giant rugged impact sensor and people analyzing how hard a titan swings a greatclub. </p><p></p><p></p><p></p><p>That's the core of the problem. Explicit-hook skills have possible effects introduced entirely at the DM's discretion, so having a player weight them really just amounts to the players and DM picking arbitrary numbers and hoping in the end they mean something.</p><p></p><p></p><p></p><p>4E has a standard skill challenge system. I've detailed upthread how it could be adapted to crafting challenges and how crafter backgrounds could feed into it.</p><p></p><p>What isn't covered?</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4512469, member: 74166"] Eh, not really. Sometimes Company Y stops for some R&R and Company Z gets helped across the river by a friendly giant. Uh, to not conflict, they have to be separate. When they conflict, that's evidence they're both pulling on the same game-world behavior, but they're doing it in different ways. Which is actually kinda an inevitable consequence if you give people a lot of leeway with what mechanics apply to or what kind of stories they tell. The thing with video games is that the programmers set up the limits of the mechanics and the limits of the story ahead of time, so it's easier to create the sort of "to you! To me!" thing you talk about here. But in a system intended for a broad audience, corner conflict cases are pretty much inevitable. You don't "trip" an ooze, you knock it prone. Can an ooze "drop prone" to, say, avoid ranged attacks? Why not? I'm pretty sure you can picture an ochre jelly just kind of flattening itself and slithering along the ground, and then puffing back up to slam into somebody. Do you have a problem with knocking flying things prone? I mean, there's not much of a way to trip those either. As for NPC role - you're talking about brute, controller, soldier, etc? That's like complaining that PCs have to decide their role before they fight any battles. ...did you just add the page count of the core rulebooks together, or is that the actual count of the rules you play with? Man, how long does it take you to answer a question at the table? But all those rules really are, are prepared handwaving. They've been tested, somewhat, to ensure they don't break any other rules in obvious ways, but they're just as arbitrary. It's not like there's a reinforced steel room at WotC with a giant rugged impact sensor and people analyzing how hard a titan swings a greatclub. That's the core of the problem. Explicit-hook skills have possible effects introduced entirely at the DM's discretion, so having a player weight them really just amounts to the players and DM picking arbitrary numbers and hoping in the end they mean something. 4E has a standard skill challenge system. I've detailed upthread how it could be adapted to crafting challenges and how crafter backgrounds could feed into it. What isn't covered? [/QUOTE]
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