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*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 3080210" data-attributes="member: 1165"><p>But you've got to have time. Don't people just buy trained animals? I hardly ever see regular animals (eg not animal companions) because they're too fragile, and if you buy a horse, it's assumed someone taught it how to carry a rider. If you buy a warhorse, it's assume it's trained in war (eg not panic too much, how to attack, etc).</p><p></p><p></p><p></p><p>And, of course, making the GM angry because you scared away the NPCs he was hoping to fight in this really cool scenario he designed isn't a great thing. In fact, it may anger the other players too.</p><p></p><p></p><p></p><p>It's useful in a few situations. I don't care about the $, it's navigating a riverboat without having to rely on crew that's kind of neat. I thought you could use the skill to answer questions about a profession and do stuff. It's not like in Modern, where there's no Profession subskills and the sole purpose is to make money (and it's overpowered at that).</p><p></p><p>To make it useful though, GMs have to design adventures to take that into account, and that's not easy. Pre-written adventures will probably ignore it, or at least the author won't know what specific Profession skills your PCs have taken.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 3080210, member: 1165"] But you've got to have time. Don't people just buy trained animals? I hardly ever see regular animals (eg not animal companions) because they're too fragile, and if you buy a horse, it's assumed someone taught it how to carry a rider. If you buy a warhorse, it's assume it's trained in war (eg not panic too much, how to attack, etc). And, of course, making the GM angry because you scared away the NPCs he was hoping to fight in this really cool scenario he designed isn't a great thing. In fact, it may anger the other players too. It's useful in a few situations. I don't care about the $, it's navigating a riverboat without having to rely on crew that's kind of neat. I thought you could use the skill to answer questions about a profession and do stuff. It's not like in Modern, where there's no Profession subskills and the sole purpose is to make money (and it's overpowered at that). To make it useful though, GMs have to design adventures to take that into account, and that's not easy. Pre-written adventures will probably ignore it, or at least the author won't know what specific Profession skills your PCs have taken. [/QUOTE]
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