Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Sailing without a crew
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Patryn of Elvenshae" data-source="post: 1836131" data-attributes="member: 23094"><p>Likewise, I'd probably allow the Survivalist to figure out that a reef was near - based on whatever natural intuition he's developed - and, if he survived the ship running aground, he'd be able to live off of reef fish and mollusks, but, just like you ruled, <strong>he doesn't get to steer the ship or the carriage.</strong></p><p></p><p></p><p></p><p>In other words, <strong><em>useless</em></strong>. Does anyone in any of your campaigns ever take a Profession skill and, more importantly, do they ever add points to it past 1st-level?</p><p></p><p>I wouldn't. I'd be better served with cross-class skill ranks in Spellcraft. At least then I'd have the chance, albeit slim, to do *something* with my precious few skill points.</p><p></p><p></p><p></p><p>Only if you fubar it as a DM.</p><p></p><p></p><p></p><p>No, you don't. Certain Profession skills don't exist, because any checks that would be made by them are already covered by other skills / mechanics. Hit someone over the head with a sap? BAB. Pick Locks? Open Lock. Etc., etc., etc.</p><p></p><p>In other words, if you allow a redundant, unbalanced Profession and rule that it acts in redundant, unbalanced ways, you'll get a redundant, unbalanced skill.</p><p></p><p>Pretty simple, actually.</p><p></p><p></p><p></p><p>Except, as above, you still don't get to steer the carriage *or* the boat.</p><p></p><p></p><p></p><p>No. It gives you the knowledge and ability to "know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems."</p><p></p><p>Manning a ship, setting the rigging, plotting courses, proper ship maintenance, all these things are "the profession's daily tasks."</p><p></p><p>Having a character history of "He was born on a ship o'war to a smuggled concubine and a random member of her crew, and spent the next 20 years of his life at sea" gives you the appropriate background.</p><p></p><p></p><p></p><p>And where did I say the NPCs would only have Profession (Sailor)?</p><p></p><p>The trained hands would likely be Experts, with max ranks in Profession (Sailor), Use Rope, Climb, and Balance. Some would have ranks in Swim, some in a Craft skill or two. Others might have Survival, or Heal. An exceptional sailor might be a Rogue, instead of an Expert.</p><p></p><p>The ship's carpenter would have Craft (Shipmaking), and possibly Skill Focus in it, as well.</p><p></p><p>The ship's doctor? Also, likely, an Expert - or an Adept if the crew is particularly lucky.</p><p></p><p>The pressed crew - if they exist - would be a hodge-podge mixture of Commoners, Experts, Warriors, and possibly some PC classes. Very few, if any, would have the appropriate skills, and, therefore, would need constant supervision by the trained crewmen. For most shipboard tasks, Taking 10 would be sufficient, assuming none of them were complete morons.</p><p></p><p>The ships marines would be warriors - many of whom would have taken cross-class ranks in Profession (Sailor) - with perhaps a Fighter or other class officer. In this way, they could fill in for a regular sailor if necessary though would be less effective at it.</p><p></p><p>In summation, if you *force* the Profession skill to be a background and downtime-only skill, you are <strong>not</strong> following the RAW, as they allow for Profession checks to <strong>accomplish specific tasks.</strong></p><p></p><p>And, besides that, you are ripping out one of the very, very few reasons that a PC would ever "waste" his skill points on such an otherwise useless skill.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 1836131, member: 23094"] Likewise, I'd probably allow the Survivalist to figure out that a reef was near - based on whatever natural intuition he's developed - and, if he survived the ship running aground, he'd be able to live off of reef fish and mollusks, but, just like you ruled, [b]he doesn't get to steer the ship or the carriage.[/b] In other words, [b][i]useless[/i][/b]. Does anyone in any of your campaigns ever take a Profession skill and, more importantly, do they ever add points to it past 1st-level? I wouldn't. I'd be better served with cross-class skill ranks in Spellcraft. At least then I'd have the chance, albeit slim, to do *something* with my precious few skill points. Only if you fubar it as a DM. No, you don't. Certain Profession skills don't exist, because any checks that would be made by them are already covered by other skills / mechanics. Hit someone over the head with a sap? BAB. Pick Locks? Open Lock. Etc., etc., etc. In other words, if you allow a redundant, unbalanced Profession and rule that it acts in redundant, unbalanced ways, you'll get a redundant, unbalanced skill. Pretty simple, actually. Except, as above, you still don't get to steer the carriage *or* the boat. No. It gives you the knowledge and ability to "know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems." Manning a ship, setting the rigging, plotting courses, proper ship maintenance, all these things are "the profession's daily tasks." Having a character history of "He was born on a ship o'war to a smuggled concubine and a random member of her crew, and spent the next 20 years of his life at sea" gives you the appropriate background. And where did I say the NPCs would only have Profession (Sailor)? The trained hands would likely be Experts, with max ranks in Profession (Sailor), Use Rope, Climb, and Balance. Some would have ranks in Swim, some in a Craft skill or two. Others might have Survival, or Heal. An exceptional sailor might be a Rogue, instead of an Expert. The ship's carpenter would have Craft (Shipmaking), and possibly Skill Focus in it, as well. The ship's doctor? Also, likely, an Expert - or an Adept if the crew is particularly lucky. The pressed crew - if they exist - would be a hodge-podge mixture of Commoners, Experts, Warriors, and possibly some PC classes. Very few, if any, would have the appropriate skills, and, therefore, would need constant supervision by the trained crewmen. For most shipboard tasks, Taking 10 would be sufficient, assuming none of them were complete morons. The ships marines would be warriors - many of whom would have taken cross-class ranks in Profession (Sailor) - with perhaps a Fighter or other class officer. In this way, they could fill in for a regular sailor if necessary though would be less effective at it. In summation, if you *force* the Profession skill to be a background and downtime-only skill, you are [b]not[/b] following the RAW, as they allow for Profession checks to [b]accomplish specific tasks.[/b] And, besides that, you are ripping out one of the very, very few reasons that a PC would ever "waste" his skill points on such an otherwise useless skill. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sailing without a crew
Top