Professions: Game Enhancement

Jraynack

Explorer
By Joshua Raynack
Page Count: 10 pages (8 pages)

This Game Enhancement presents an innovative new rule for the d20 system: Professions.

Professions allow additional background development concerning what trade, craft, livelihood, or professional role, a character played before setting off for high adventure. Professions are a direct result of a character being apprenticed for a period of time to learn a trade or livelihood. Techniques and skills a character learned while an apprentice are carried with them throughout their adventuring career.

Professions are also adaptable to any d20 system campaign setting.

This game enhancement includes:
- Rules for Professions
- Rules for implementing Craft Points into your game.
- 36 professions that correspond with those found in the Player's Handbook.
- 8 new feats for master craftsmen.
- A Real World History section about guilds.
- Role-playing tips.
- All Alea products are fully bookmarked and hyperlinked.
 
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Professions

Professions

It is nice to see a simple addition to the game that helps in both a mechanical and role playing way. Many times when new things are tried they can almost be like a square peg in a round hole. The d20 system is flexible but sometimes it just does not fit an accommodate everything. Once in a while a writer has to go a little outside the box. This product does. Its mechanics are not normal for the d20 game but they work along side with and work with the goal of the product.

Professions is a new PDF by Alea Publishing Group. They have been a bit more active this year it seems as I have done two subclasses that they put out as well. They also seem to be expanding beyond their first niche of honor and chivalry knight type products. This PDF is only ten pages long, little art, but nicely laid out. They have this book well book marked and easy to use from the screen. There is some color and borders to the book so printing it out does take some ink but it was not that bad. The book has good production values to it.

The way the mechanic works is that characters can get a single profession at first level. Some of them are not fit for nobles but other then that there really is no restriction as to who can take what profession. These are of course optional so not all characters need to take one. They have an experience point cost but never more then a thousand and the smallest has a cost of one hundred experience points. Some of the professions have different costs depending on who is taking them. Halflings for instance have a smaller cost when taking the Cooking Profession. Some like that one make sense other like females having a reduced cost to take Brewing Profession do not. The professions represent an apprenticeship that the character would have had. Each also gives a benefit to the character. Some are pretty good while others are not. The Stonemason for instance can once a day add a d6 to damage to overcome stones hardness that he is attacking. A porter ups his size by one step in terms of carrying capacity, so a medium sized creature has the carrying capacity of a large creature. Guide grants the track feat and a +2 competence bonus to all survival checks. So, as one can see a variety of different abilities can be gained.

The costs will quickly become nothing though as the character gains levels. Even a cost of a thousand experience points will not be that bad once the character reaches mid levels. And high levels the differences of a few hundred experience points are rarely ever noticed. The abilities though can be useful at high levels. Some of them grant class skills which are very useful at high levels. Some of the abilities though like the herbalists ability to heal one hit point a day per level really will not be that useful at high levels. While mechanically they do not also equal each other none of them are what I would call powerful.

What I really like is the way it allows apprentices to come into the game and have some meaning. I like being able to have that type of option for a character’s background. The cost is something big at the lower levels but it does get lessoned as experience point awards increase. To me that represents the character outgrowing his beginnings and his former teachings. He will always have the training but it becomes less and less important compared to what other things he is able to do. They are also really easy to add onto NPCs .

The other part of the book deals with craft points. This is an optional rule first presented in Unearthed Arcana that uses points to help craft magical items. These points represent the character spending a little down time here and there instead of needing a few solid weeks to complete the item. The book here gives some craft points with the Profession options and also has a few feats that grant more points or allow different things to be done with crafting of items.

This little book does a nice job of presenting a new way to do something simple and good for the genre. Apprentices were really common back in the day. While some of the mechanics of the different ones are not equal none or powerful or will prove a big problem. The new craft oriented feats are also good and should help with people using the Craft Points option. I really like to see options built upon like this.
 

Females as Brewers

Hey Crothian,

Thanks for your time in reviewing our product and we greatly appreciate all of your comments. I just wanted to drop a line as to why it is less for a female to become a brewer than a male, since it isn't really explained in the product. During medieval times, most bewers were women and historians have discovered through letters the reason is that they did a better job.

While D&D is a fantasy game, we at Alea Publishing Group try to ground our rules in somewhat of a historic context. It is also the reason that a lot of professions are not suited for nobles - while game mechanics wise, it has no bearing on the game besides creating a real world atmosphere to a campaign. Nobles in the middle ages (though there are always exceptions) would'nt have apprenticed as a tanner.

Thanks again, and we look forward to reading more reviews!

Alea Publishing Group
 

Thanks for the clarification. On all the other professions that had different costs for different things I could understand the reasoning it was the brewer one that I just didn't understand since I was unaware of that fact.
 

Professions: Game Enhancement is a 10-page, full color PDF from Alea Publishing Group, written by Joshua Raynack, that details a professions system that can be added onto any d20 fantasy game. The PDF has a nice, clean layout, and the editing was solid — I spotted no major typos, outside the occasional misplaced comma. My one concern here is that the layout bears a strong passing resemblance to the layout used by Wizards of the Coast on some of its web enhancements. Finally, the product includes two nice pieces of art, both paintings, although I'm not quite sure who to praise, as the credits don't list an author.

I very much like the idea of adding a professions system onto the standard d20 rules, as it gives characters depth and can help add to a backstory. It explains what they were doing until they started training in their adventuring class and contextualizes their actions and personality. When I saw this PDF I was intrigued, as I hoped it could fill a need in my games that I've never filled to my own satisfaction. Add on the rules for crafting and I was doubly interested.

After reading it, however, I found the PDF's contents to be very disappointing. For starters, the craft rules are a truncated version of the rules presented in Unearthed Arcana (which is not cited in the products Section 15), which I wasn't overly fond of there and I'm not overly fond of here. In my opinion, it just adds more book-keeping to a game with a lot of book-keeping already. Most of the feats found later in the product are tied into this system and come out of Unearthed Arcana as well, save for the Master Craftsman feats, which essentially improve masterwork items one more step. So a character with Master Crafstman (Armorsmithing) would craft masterwork armor that reduces the armor check penalty by 2, rather than by 1 (masterwork chain created thusly would have an armor check penalty of 0). I wonder about the value of these feats as opposed to other feats, and how likely it is that a character would want to pursue a feat chain that made him better at making items in the standard game, with its magical economy and all, but I could see these being put to good use in a game where magic is limited and money hard to come by (Midnight, I'm looking at you).

I found the professions listed and the mechanics used for them to be very problematic and inelegant. Basically, a character takes a profession at level 1 (and only level 1) and receives a certain benefit balanced with a certain amount of negative experience points. For instance, an apothecary would receive a +2 competence bonus to saves against poisons and drugs but would start with -250 xp. Although the mechanic is fairly clever and somewhat mimics buying off a level adjustment, I often found the value of the benefit to be far less than the cost in experience points. For example, a character with the lumberjack profession gains a +2 bonus (no type listed) to Bluff, Listen, Sense Motive, Spot, and Survival checks against plants and a +2 to weapon damage against plants, too, but starts with -750 xp, which would put him at least 500 xp behind his friend that happened to be fortunate enough to be an apothecary before adventuring. On top of this, the bonuses that he gains from having cut down trees for a living won't nearly come into play as often or be as useful as the bonuses to saves against drugs and poison. And for me, that's a big problem. I'm not necessarily a balance hawk, but I do believe that all options should be relatively equally attractive within a certain range, and I feel like a lot of these abilities aren't even close to being equally attractive. Compare being a farmer (proficient with scythes and sickles and all common meals are free) with being a locksmith (Disable Device and Open Locks are class skills) at a difference of 50 xp in the cost (-150 xp vs. -200 xp). Add in the vagueness of the free common meal and where they're coming from and why they're free, and there's a whole host of problems to deal with. A player will want his free meals, but there's almost no legitimate reason to grant them to him unless he actually happens to be working on a farm that he owns. This isn't to say that I disliked all the professions, as I rather liked translator, but even when I liked the idea, the mechanics were off or vague. The translator gets a +2 competence bonus to Intelligence for purposes of determining starting languages according to the PDF, which probably means that he gets one extra language (my reading) but could be read to mean an additional two languages. Point is, why not just say the character gains an extra language instead of creating a typed bonus when it isn't really needed?

Ultimately, this was my problem with the product — it doesn't add on easily without introducing a bunch of other issues and things to consider. I really wanted to like this product, too, as it looks sharp and professional (my earlier concerns aside) and really fills a need for my home game. I just don't find the mechanics to be particularly balanced or elegant and wouldn't want the hassle of adding a system that was neither onto my existing game.

Score: 2 (nice art and a good idea, but bad execution and unbalanced mechanics).
 

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