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<blockquote data-quote="Silverblade The Ench" data-source="post: 3971036" data-attributes="member: 19083"><p>Ryuken,</p><p>well I have to say that IMHO, the Craft and Knowledge skills, in D&D, should remain very clearly seperate, multiple and distinct </p><p>ie, do not lump them together, this is why:</p><p></p><p>In SWSE, the various ways of knowledge and crafting are lumped together. To a great extent I can see why. But, D&D is *not* sci-fi or even RL. In fantasy/medieval/ancient settigns, knoweldge and skill should be hard to come by except by personal experience. There is no internet, no training DVDs etc.</p><p></p><p>If you wish to learn knowledge, you have to travel and bow/scrap/pay for access to the few libraries and sages there are.</p><p></p><p>If you wish to learn a trade skill, you have to work under a master or learn yourself via trial and error.</p><p></p><p>In D&D millieus, sages and crafters should be highly regarded as they were in RL. They are "special" people. Be it a mason, a swordsmith or sage of astrological lore, they are <em>not </em> "mooks".</p><p></p><p>If you truncate craft/knowledge skills, you cheapen the game badly, IMHO. ALso, you prevent players from spending their skill points on things they care about <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>THis is the Word .doc I made up for character sheet, I kept craft skills and most knowledge skills, seperate, though, I combined a few like Metalworking. </p><p><a href="http://www.silverblades-suitcase.com/adnd/steves_dnd_c_sheet.doc" target="_blank">http://www.silverblades-suitcase.com/adnd/steves_dnd_c_sheet.doc</a></p><p></p><p>metalworking is a group of similar skills: from making iron weapons to making bronze lamps. Much of the skills are the same, it's when trickier/elabourate work is made that things get hard.</p><p></p><p>A blacksmith CAN make a sword, he just won't be so good at it. A SKill Focus feat in an appropriate area is more appropriate, IMHO, so you'd have Craft: metalwork but SKill Focus: Swordsmith , and apply a penalty to DCs when you don't have appropriate feat when making complex work, such as swords, plate armour, locks etc.</p><p></p><p>For example, blacksmith goes to make a sword, which is a very skilled job actually, it's not like making simple stuff...he's not gonna be that good at it, -5 check. The swordsmith with Skill Focus Swordsmith feat would get a +5 bonus instead</p><p>(4th ed = +5 skill focus bonus,not +4, if it goes like SWSE)</p><p>That's how I'd run it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I should add Craft - JewellryMaking too.</p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 3971036, member: 19083"] Ryuken, well I have to say that IMHO, the Craft and Knowledge skills, in D&D, should remain very clearly seperate, multiple and distinct ie, do not lump them together, this is why: In SWSE, the various ways of knowledge and crafting are lumped together. To a great extent I can see why. But, D&D is *not* sci-fi or even RL. In fantasy/medieval/ancient settigns, knoweldge and skill should be hard to come by except by personal experience. There is no internet, no training DVDs etc. If you wish to learn knowledge, you have to travel and bow/scrap/pay for access to the few libraries and sages there are. If you wish to learn a trade skill, you have to work under a master or learn yourself via trial and error. In D&D millieus, sages and crafters should be highly regarded as they were in RL. They are "special" people. Be it a mason, a swordsmith or sage of astrological lore, they are [I]not [/I] "mooks". If you truncate craft/knowledge skills, you cheapen the game badly, IMHO. ALso, you prevent players from spending their skill points on things they care about ;) THis is the Word .doc I made up for character sheet, I kept craft skills and most knowledge skills, seperate, though, I combined a few like Metalworking. [url]http://www.silverblades-suitcase.com/adnd/steves_dnd_c_sheet.doc[/url] metalworking is a group of similar skills: from making iron weapons to making bronze lamps. Much of the skills are the same, it's when trickier/elabourate work is made that things get hard. A blacksmith CAN make a sword, he just won't be so good at it. A SKill Focus feat in an appropriate area is more appropriate, IMHO, so you'd have Craft: metalwork but SKill Focus: Swordsmith , and apply a penalty to DCs when you don't have appropriate feat when making complex work, such as swords, plate armour, locks etc. For example, blacksmith goes to make a sword, which is a very skilled job actually, it's not like making simple stuff...he's not gonna be that good at it, -5 check. The swordsmith with Skill Focus Swordsmith feat would get a +5 bonus instead (4th ed = +5 skill focus bonus,not +4, if it goes like SWSE) That's how I'd run it :) I should add Craft - JewellryMaking too. [/QUOTE]
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