Celebrim said:
Allow me to break down this complaint into two parts. First, you say that you don't need the rules. Secondly, you say that you don't need more detail.
Yes.
I fully agree that most groups wouldn't make use of a more detailed craft system. As you say, most of the time most groups (even mine) are very focused on the adventuring aspects of the game and most groups will not have to work out problems involving crafting (even rude implements) all that often if ever. But lets compare what I'm asking for to what WotC is producing. Products like the legions of hell, hordes of the abyss, book of madness, savage species, frostburn, book of nine swords, complete psion, and so forth and so forth contain interesting information. But it is not, you should admit, necessarily something that will come up often in any given campaign or at all. Granted, when it does show up it might be pretty central, but in another campaign it might not even exist (by the simple expedient of the DM not buying or allow the book). By contrast, things like craft and profession are core and though they might not show up all that often, they are more likely to be a part of every groups adventures (however rarely) than say Beholders or Psionics.
Although Craft and Profession checks are in the core rules, I would say that it is far easier (for me, at least) to come up with a campaign or an adventure focusing on a particular type of creature (dragon, undead, aberration, fiend), set in a particular environment (arctic, desert, aquatic, urban), or involving a new type of magic (psionics, incarnum, binding, blade magic) than it would be for me to come up with a campaign or an adventure centered around making Craft and Profession checks. I might be able to pull off an encounter or challenge that could be overcome more easily with a Craft or Profession check (especially if I had a PC that had the skill), but there are so many aspects of a character (class abilities, racial abilities, feats, gear, other skills) that I am unlikely to want to do so very often.
Besides which, I would argue that part of the reason no one bothers with the profession or craft skills is that they are so badly written up that players never see why they would need them, DM's never see how they can use them, and both groups - knowing that the other will neglect them - elect to ignore them outside of character flavor. In other words, the very fact that they aren't important in the rules shapes how people play the game.
While there is truth in this, I don't think this is the only reason why players and DMs neglect Craft and Profession. I think the more significant factor is that players seldom define their character concepts in terms of Craft and Profession skills, and this is because there are few examples of heroic acts in the fantasy genre which can be attributed to a successful Craft or Profession check. For example, the creation of powerful magic items tend to involve more than simple skill.
Secondly, you say you don't need more complicated rules, that all you really want is a simple mechanism for resolving the issue if it comes up. Well, that's all I want to. But what I'm saying is that right now such a mechanism doesn't exist. In the case of craft, there is a simple mechanism but it doesn't produce remotely reasonable results. In the case of profession, there really isn't a mechanism at all. For example, outside making some money, it's not at all clear what Profession (Lawyer) lets you do. How does it relate to Knowledge (Law)? How does it relate to Diplomacy? Can you do everything a lawyer can do with Knowledge (Law) and Diplomacy? If not, can you do everything Knowledge (Law) and Diplomacy do with Profession (Lawyer) provided you are in a court room? Or if not, how can you earn any money as a lawyer if you know nothing about the law and know nothing about oration and debate? There is a similar lack of clear mechanism everywhere in the Profession skill - which is precisely why no one takes it. Profession (Boater) is one of the easier cases, but even then it would be nice if the average DC of paddling on flat water, or in a storm, or on rapids where in the rules just for completeness sake and so forth (How much faster can someone with 5 ranks of Profession (Boater) paddle down a 20 mile river than someone with none?). Depending on what the skill Profession actually does (right now I'd argue that noone knows), when it is revealed what it actually does, it could go from being a useless skill to a broken abusable skill to anything in the middle. Right now, its just not at all clear and DM's ignore it to be on the safe side.
I agree that they are not clear, but for the vast majority of games, I don't need them to be clear. If PCs have to travel by boat, there are already rules for how long it takes. If the PCs have to argue a case in court, I can resolve this with opposed Diplomacy checks, with perhaps a circumstance bonus to the party who is more familiar with the legal system. Right now, the main game effect of Profession is to make money, and I see no need to make it more complicated.
I can house rule and fiat rule all these things when and if they come up (and probably do a good job), but that's alot of work and stress and I would pay money for someone to work all of this out well and write it all down for me.
If someone came up with a good supplement for Craft and Profession, I might buy it, too. But I don't see it as simplifying the game.
As for the rest, your complaints don't even apply.
I was focusing mainly on the greater detail for Craft and Profession as I don't think the additional rules will simplify the game. However, since you brought them up again, and the OP doesn't mind...
#1 and #2 cover issues that are probably relevant to most peoples campaigns, even if they don't realize it. There is no reason all people living in the wild should be chaotic, and no reason that lawful warriors can't rage (imagine a religious fanatic offended by the desicration of a sacred shrine). Likewise, there is no reason that only LG dieties should have champions, and no reason why LG should be 'more good' or 'more holy' than NG.
I've always thought WotC should have named the Barbarian class the Berserker so that people don't confuse someone with levels in the Barbarian class with someone from a barbarian culture. Yes, you have cultural barbarians with levels in the Barbarian class, but cultural barbarians can also be experts, adepts, rangers, fighters, paladins, clerics, druids, etc. I also have no problems with someone who has lived all his life in a city taking levels in the Barbarian class. As for alignment restrictions, I don't have a problem with lawful warriors raging (although I appreciate the flavor that only non-lawful ones can), but I do have a definite, but personal, preference for paladins being lawful good only.
#4 comes up in every single campaign at some point and remains and has been ever since 1st edition a huge problem resulting in no ammount of DM frustration (and player frustration when the DM throws up his hands and says, "You can't bust through the tomb's stone door with your longsword. You just can't.")
I mostly deal with this problem by not having doors or barriers that the PCs aren't supposed to get past. From experience, before the DM gets frustrated because the PCs are trying to batter down a stone door with their longswords, the players get frustrated because there is a stone door their PCs can't get through. I simply design adventures that avoid both types of frustration. If I must send the PCs on a treasure hunt before I allow them into area X, it's something they can't batter down, like an item that activates a keyed
teleport.
#6 refers to one of the rule changes of 3.5 that's widely ignored.
I like the 3.5 weapon size rules. I can't speak for everyone, so I don't know how widely ignored they are.
#7 refers to a general conceptual problem introduced by the rules. How is it that all fighters can freely learn Craft (Blacksmith), Craft (Embriodery), Craft (Basketweaving) and not Profession (Porter), Profession (Soldier), and Profession (Teamster)? Profession and Craft (and probably Perform) are 'everyman' skills that should apply to all classes.
Fighters can freely learn Profession. It's just harder for them (2 skill points = 1 rank, half maximum ranks). That said, it isn't a big deal to me whether all classes get Profession and Perform or not. What I think would be needless complication is a matrix of which classes get which professions as class skills.
#8 never comes up in your campaign? Are all your combats lethal?
Assuming your target is within range of an overrun attempt, it is also within range of a charge, using the melee attack to make a trip or a grapple.
#9 doesn't come up in your campaign? Are all your dungeons in someone's back yard? Do your characters never chase anything? Never have to get anywhere in a hurry? Do they all have flying carpets?
The existing overland movement rules work fine for my games, including the penalties for hustling long durations. I seldom run chase scenarios.