Frostmarrow said:Call me crazy (yeah, just do it!) but I would love to see a skill called Manual Labor. See, manual labor isn't as easy as it sounds and it makes a great skill to have and to use. If you are trying to convince an old crone living in a cottage to help out, you can chop her wood. If you need to bypass a cave-in, you just roll up the sleeves and get to work.
Now, some might say manual labor isn't really much of a "skill" but I beg to differ. I have the hands of a priest and it's evident that I haven't done an honest day's work in my life (although I actually have). Pit me against a real blue collar worker in a race to carry bags of flour up to the mouth of a mill, and I wouldn't stand a chance.
Or is this Endurance?
2eBladeSinger said:A drawback to this is that the method of determining if a PC has ‘merit’ could be construed as unfair by some
Celebrim said:No, the drawback is that once you open that can of worms you have to listen to continual stupid complaints like, "Well according to my background my father was a ninja master, so why can't I get a bonus to move silently?"
Saeviomagy said:My question is this:
What is the sailoring (or whatever) skill used for that is actually interesting?
"Roll sailoring or you forgot to buy enough water"?
"Roll sailoring or you failed to tie a knot"?
"Roll sailoring or you crash the boat"?
"Roll sailoring or you get lost at sea"?
"Roll sailoring or you fail to climb the rigging"?
These all seem like silly events to base on a single skill check in sailoring. Some would be more appropriate as multiple checks. Some are more appropriate as just DM or player fiat (you're not likely to forget to buy water unless your character is totally unaccostomed to travel for instance), while others are obviously covered by existing skills or combinations of existing skills.
I understand that the spelljammer rules have some sort of ship-to-ship combat though? Mind you, even then it's not the best design choice to have "being the ship's pilot" any sort of restricted activity that might cost a character. Doing so just kind of guarantees that some characters are restricting themselves from being able to participate in large chunks of the game, which isn't a good thing IMO.
Also - I'd not agree with manufacturing a "sailoring" skill - perhaps it's better just to implement a sailoring feat? Say we just give +2 to any skill check that involves a familiar ship?
Specifically it's a "familiar ship" to stop complaints of "If I can get +2 for being on a ship, why can't I get +2 for being in a dungeon".
Actually it works pretty well as a general feat - +2 for skill checks involving a familiar locale. Lawyers would choose the local court, street rats could choose specific alleyways etc.
The problem with this is that seperating characters who can from characters who can't means that as soon as you start one of the above scenarios, you've cut half your players out of the game.2eBladeSinger said:The OP concern was that if he had a campaign based on sailing and he needed a system to make sure characters could: keep the ship on course in a storm, tie down battered rigging, navigate to the lost isle, etc. and how to separate characters who can from those who can't.
DM has to be careful not to unbalance and underpower his characters by making them spend their resources on house rules. Not saying it can't be done - but it's not a simple add on.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.