Guild Goodknife
Explorer
Did someone find anything on crafting rules for mundane items? I couldn't find anything on first glance...
http://forums.gleemax.com/showthread.php?t=1037843Mearls said:In the design of 4e, we tried to eliminate skills that promised a lot, but didn't necessarily deliver. The craft and profession skills fell into this category.
First, they require more rules than we wanted to devote to them. It's hard to make sensible rules for all the various types of crafting you can attempt. For example, what stat should a craft (blacksmithing) depend on? Dwarves are supposed to be great smiths, so should it be Wisdom or Con? On the other hand, logic dictates that Strength should likely play a role in it. Profession skills that cover things like sailing also make things hard. What does a check actually cover? If I'm on a ship caught in a storm, can I use Profession (sailor) or Acrobatics to stay on my feet?
Second, a skill like Profession is hard to use in the game from the the designer's point of view. In a home campaign, you know what the PCs took, but in writing modules it's impossible to use the skills without relying on blind luck that someone took Profession or Craft, and then happened to pick the right specialty.
Stuff like sailor and blacksmithing is now treated as a character background, something a player includes in his character's backstory. Page 11 of the DMG talks about how to work those into an adventure.
IMC, I use them as the basis for ability checks. So, a character trained as a blacksmith might notice how a lead war maul was made with an Intelligence check, and he can hammer a bent key back into working shape with a forge and a Strength check.
The design intent is to push backgrounds into the DM's hands, letting him make them as useful or as invisible as he wants. We prefered that approach rather than trying to come up with comprehensive mechanics to cover them. In the end, we judged that the added complexity wasn't worth it.
ProfessorCirno said:Crafting didn't have to do with combat, so it was cut.
No, it didn't have to do with adventuring, thus the complication of coming up with, and fitting in rules that worked was not deemed worth it in a game about adventuring.ProfessorCirno said:Crafting didn't have to do with combat, so it was cut.
small pumpkin man said:No, it didn't have to do with adventuring, thus the complication of coming up with, and fitting in rules that worked was not deemed worth it in a game about adventuring.
Guild Goodknife said:Hmm i think crafting could really work well as some sort of longtime skill challenge so others can assist you with secondary skills. There would be a risk to that kind of help, as too many cooks (and failures) could spoil the broth ( or weapon/armor/materials)...
Mearls said:Stuff like sailor and blacksmithing is now treated as a character background, something a player includes in his character's backstory. Page 11 of the DMG talks about how to work those into an adventure.