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So...anything on Craft?
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<blockquote data-quote="Jer" data-source="post: 4255691" data-attributes="member: 19857"><p>I actually expect to see a craft system based around the Rituals mechanic at some point in the future. A blacksmith's training involves learning a set of mundane rituals that cost a small sum of money, a set of tools, time and effort and produce a good (the monetary cost would be 1/2 market value, the time would vary - probably based on market value also). If there must be a skill check involved, they could be centered around a raw Intelligence or Con bonus (whichever is greater), though really I'd probably make it a "no check needed" ritual (not completely "realistic", but streamlined and "good enough"). Other professions revolving around "secret knowledge" could work the same way (siege engineers, herbalists, alchemists, and apothecaries all come to mind immediately). </p><p></p><p>Whether the craft system comes from Wizards or from a 3rd party, I'm sure we'll see one (or more) - it's an obvious extension to the ritual rules. The only sticking point is the level restrictions on rituals, but that's easily fixed by making mundane rituals all "level 1" - or perhaps "level 0". (Of course that could be a personal bias - I'm not digging the level restrictions on rituals in general, and that could be carrying over here).</p><p></p><p></p><p></p><p>I'm glad to see there's stuff like this in the DMG. What Mearls describes here is the way I always used to run things for D&D prior to 3e. And while I used to think that the Profession skill was a giant step forward, in practice the merging of the level-based class system with the point-based skill system has had many unforseen side-effects - and the Profession skill is one of them. In my current campaign one of my players took it because he was a farmer before the campaign started and being used to point-buy games he felt he should have it to better reflect his character. But it has been useful exactly zero times in play (the few times it could have been useful he's used Knowledge:Nature instead because he has a higher bonus in it), and it hasn't served him any better than if he'd just put it in as a background element.</p><p></p><p>There has to be a better way to model this stuff - and divorcing it from the level-based system is a good first step. Moving background elements back into "DM adjudication" is probably going to cheese off some folks (some people seem to play with some real hardcase DMs), but personally I like it.</p></blockquote><p></p>
[QUOTE="Jer, post: 4255691, member: 19857"] I actually expect to see a craft system based around the Rituals mechanic at some point in the future. A blacksmith's training involves learning a set of mundane rituals that cost a small sum of money, a set of tools, time and effort and produce a good (the monetary cost would be 1/2 market value, the time would vary - probably based on market value also). If there must be a skill check involved, they could be centered around a raw Intelligence or Con bonus (whichever is greater), though really I'd probably make it a "no check needed" ritual (not completely "realistic", but streamlined and "good enough"). Other professions revolving around "secret knowledge" could work the same way (siege engineers, herbalists, alchemists, and apothecaries all come to mind immediately). Whether the craft system comes from Wizards or from a 3rd party, I'm sure we'll see one (or more) - it's an obvious extension to the ritual rules. The only sticking point is the level restrictions on rituals, but that's easily fixed by making mundane rituals all "level 1" - or perhaps "level 0". (Of course that could be a personal bias - I'm not digging the level restrictions on rituals in general, and that could be carrying over here). I'm glad to see there's stuff like this in the DMG. What Mearls describes here is the way I always used to run things for D&D prior to 3e. And while I used to think that the Profession skill was a giant step forward, in practice the merging of the level-based class system with the point-based skill system has had many unforseen side-effects - and the Profession skill is one of them. In my current campaign one of my players took it because he was a farmer before the campaign started and being used to point-buy games he felt he should have it to better reflect his character. But it has been useful exactly zero times in play (the few times it could have been useful he's used Knowledge:Nature instead because he has a higher bonus in it), and it hasn't served him any better than if he'd just put it in as a background element. There has to be a better way to model this stuff - and divorcing it from the level-based system is a good first step. Moving background elements back into "DM adjudication" is probably going to cheese off some folks (some people seem to play with some real hardcase DMs), but personally I like it. [/QUOTE]
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