Saeviomagy said:No, but I'd allow him to know that there was a cliff coming up without having to look out the window of the carraige.
Also, having fallen off the cliff in the carraige, if he survived he'd be able to make a check to find his way back to town.
In my book - profession gives no mechanical benefits beyond possibly a synergy bonus, and that only in very specific areas.
Note that well. MECHANICAL benefits. You still get all the roleplaying aspects. You know what things are called. You know how much you should be paid. You know the names of ports etc.
Otherwise profession is the be-all end-all of skills.
Take profession(cat burglar) and you've got virtual ranks in pick locks, move silently, hide, bean person over the head with sap, search, appraise and anything else you can think of.
Survival provides a mechanic for not getting lost, for predicting the weather, and for avoiding storms, reefs and the edge of the world.
Profession(sailor) gives you the appropriate background
Letting NPC's away with just having profession(sailor) to do everything is cheating, and telling your PC's that their skills don't work just because they're on the sea is even worse.
Full information on this stuff, for a large variety of ships, can be found in the 2e book Of Ships & the Sea. It gives you crew size (including min/normal/max, and what happens when you have few crewmembers on board), passenger capacity, cargo capacity, the works. That book certainly answers all the questions you put forth, and more.Quasqueton said:Where can I find information on how many men it takes to crew a ship of various sizes and riggings? I have read many books on the subject, but few very list how a number of crew on board. And most of the crew info I find refers to war ships or pirate ships---so the crew numbers are greatly exaggerated for fighting ability. A war ship with 200 men aboard may only need 30 to sail the ship from point to point. But I can't find any information that states exactly how many sailors are necessary.
I think it's a lot more fun to let my players actually play, rather than saying "nope, you don't know anything about ships or sailing, so you HAVE to release the crew. Muhhahaha."MerakSpielman said:Sailing a ship in a straight line towards a set destination, with no physical landmarks, is an incredibly complicated task, even assuming you know your precise starting position and it's relative position to your destination.
I think it is perfectly reasonable to have common sailors need ranks in Profession (sailor) in order to operate a ship.
I don't. I fail to see the point of inventing (essentially) new skills to cover what already exists. Players will simply never be able to keep up.But I also think it makes a great deal of sense to need ranks in Profession (Navigator) to be able to handle complex navigational tasks. The Profession list in the PHB is just a brief list of examples, not the end-all-be-all of all Profession skills available.
I would expect adventurers to be able to create a vast temple dome using craft, not profession. They're making something. Beyond that - I'd say that intelligence and not wisdom is going to be the driving attribute. Further I'd expect them to be able to put together a ramshackle roof over something with no skill at all, merely describing what it is that they actually do.I wouldn't expect adventurers to be able to construct a vast temple dome without ranks in Profession (archetect) or find veins of ore without Profession (miner). Why should they be able to sail a ship?
I'd say that the DC 15 check is what's required to read the lay of the land, the positions of the stars and anything else to get from a point he knows about to another point he knows about.I would allow a character to use Survival to keep from getting lost and to know what direction is north, but I wouldn't allow him to set the most effecient course between two points. "Not being lost," in my mind, means always being able to retrace your steps to your starting point. It doesn't mean you have some sort of magical GPS device lodged in your brain.

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