The Craft Skill missing?


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Such things are not supposed to be interesting enough for 4E adventurers to merit their own rules.

You may look at the "Actions the Rules does not cover" page in the DMG, and/or the "Rituals" chapter in the PH, or try to stretch the "normal" skills enough to wrap it in a skill challenge.

Or you may write house rules for it.
 
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Yup, they're missing. We've implemented them via backgrounds. Daddy was an artist who worked in wood and bone (as part of Noble Scion in my background write-up), so I am too. If it makes sense from your background that you would have an ability that isn't listed as a 'skill', then it was assumed to be.

Some backgrounds actually give such ability, directly, because it has value in play. For example Imbuer and Warsmith.
 


Such things are not supposed to be interesting enough for 4E adventurers to merit their own rules.

You may look at the "Actions the Rules does not cover" page in the DMG, and/or the "Rituals" chapter in the PH, or try to stretch the "normal" skills enough to wrap it in a skill challenge.

Or you may write house rules for it.

Interesting stuff you have there on your wiki Tuft!
 

Hmm.

Maybe a feat would work.

It seems like a waste of a feat slot though.

I think that it would be a waste of a feat, for something that adds flavour rather than mechanic to the game. If it costs a character 100gp to have a silver sword made or he does it himself (after buying a forge, materials, etc.) and it still costs him 100gp, there really isn't any difference except the satisfaction that a player might get from being able to say that his character did it all.
 

Hmm.

Maybe a feat would work.

It seems like a waste of a feat slot though.

In the campaign I play in, we added something called "trait". You get one trait every time you get a feat, but that one can only be used for non-combat stuff, like the non-combat skills (called "talents") in the link above.

In 3.5 we simply got more skill points, but you really cannot use a similar method to encourage skill aquisition with 4Es feat-based skill system... :(
 
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Hmm.

Maybe a feat would work.

It seems like a waste of a feat slot though.

I think the easiest house rule is this:
Every character picks one Craft, Profession or Performance he is trained/experienced in.

Beyond that, it could be a feat to train a new Craft/Profession/Perform type (or maybe multiple ones, similar to the Linguist feat.)

These could either work like normal skills, or allow you to use existing skills for the job.
(For example, History could also cover techniques to craft armors, Nature covers herbalismn and Bluff or Diplomacy might be useful for performances and arts.)
 

there really isn't any difference except the satisfaction that a player
might get from being able to say that his character did it all.



That statisfaction can be very... satisfying... :)

In our 3.5 Savage Tide campaign, my tinkering fairy (a "tinker Tinkerbell" :) ) made a musket for our ranger as early as at level 3-4 or so. We use the crit rules for skills, and I rolled a 20 followed by a high confirm roll, so the musket ended up a beautiful masterwork piece even though it had not been intended so.

Now, at level 16-17, there is still a very satisifying sense of pride each time the ranger picks up his trusty musket (now spelled up to an appropriate to-hit bonus and extra-dimensional ammo comparment...:) ) and fires away. He does have a very good bow too, so its not every fight, but often enough.
 
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