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General Tabletop Discussion
*Pathfinder & Starfinder
Technomagicon: Craft Skill (v2) & Ordinary People (v4) [Updated 06Jul08]
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<blockquote data-quote="the_redbeard" data-source="post: 4344419" data-attributes="member: 22644"><p>I don't mean to disrespect the work you've done and the creativity behind it. </p><p>What you've made will do the job for others, but it doesn't seem to fit with me.</p><p></p><p>If you do go for playing 4th, one of the new paradigms is a simplified skill system. </p><p>Instead of 4th edition's broad skills it appears to me that you're going back to 3.x's more detailed system. I think what you've created is a start for a replacement for the 4th edition skill system, not just an addition.</p><p></p><p>Alchemy: would seem to already be present in Arcana</p><p>Cook: much (not all) would seem to fit in Nature or Healing</p><p>Numeracy: covers accounting. However, if I was to train in a craft, I would expect the skill training to include many aspects of the craft - including running a business at it.</p><p></p><p>Those are just a few points that (at my brief glance) seem to contradict the 4th edition skill model.</p><p></p><p>On the other hand, my first reaction to reading about 4th edition's skill model was that I liked 3.x's better (I like fiddly bits).</p><p></p><p>I think if you are suggesting a more detailed skill model, part of the model should expand the number of skills that characters can train.</p><p></p><p>To explain, here's an example: if I were a wizard with trained Arcana, I would expect to have the knowledge in the alchemy skill. If I have to train two skills to get the same in-game knowledge, the character should be able to train more skills.</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 4344419, member: 22644"] I don't mean to disrespect the work you've done and the creativity behind it. What you've made will do the job for others, but it doesn't seem to fit with me. If you do go for playing 4th, one of the new paradigms is a simplified skill system. Instead of 4th edition's broad skills it appears to me that you're going back to 3.x's more detailed system. I think what you've created is a start for a replacement for the 4th edition skill system, not just an addition. Alchemy: would seem to already be present in Arcana Cook: much (not all) would seem to fit in Nature or Healing Numeracy: covers accounting. However, if I was to train in a craft, I would expect the skill training to include many aspects of the craft - including running a business at it. Those are just a few points that (at my brief glance) seem to contradict the 4th edition skill model. On the other hand, my first reaction to reading about 4th edition's skill model was that I liked 3.x's better (I like fiddly bits). I think if you are suggesting a more detailed skill model, part of the model should expand the number of skills that characters can train. To explain, here's an example: if I were a wizard with trained Arcana, I would expect to have the knowledge in the alchemy skill. If I have to train two skills to get the same in-game knowledge, the character should be able to train more skills. [/QUOTE]
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Technomagicon: Craft Skill (v2) & Ordinary People (v4) [Updated 06Jul08]
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