The Craft Skill missing?


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Thanks for the feedback guys.

I think Crafting might be good as a knowledge check as per the knowledge checks rules on page 179/180 of the PHB.
 


I told my players to choose a background. Were they raised by farmers, blacksmiths, jewelers? I then told them that, if it came up, that would give them the ability to do something different. When trying to convince a lord to join them, the jeweler might decide to make a ring as a gift. When trying to figure out the problem with local crops, the farmer would be able to make a check to know something that the others wouldn't.
It looks like the new backgrounds that WotC has been putting out will do this same sort of thing. I noticed in the original FR article with backgrounds that they specifically had one that gave you the ability to craft things.
In the end, do you really need to roll to make stuff, or are you fine with just allowing people to make stuff?
 

I told my players to choose a background. Were they raised by farmers, blacksmiths, jewelers? I then told them that, if it came up, that would give them the ability to do something different. When trying to convince a lord to join them, the jeweler might decide to make a ring as a gift. When trying to figure out the problem with local crops, the farmer would be able to make a check to know something that the others wouldn't.
It looks like the new backgrounds that WotC has been putting out will do this same sort of thing. I noticed in the original FR article with backgrounds that they specifically had one that gave you the ability to craft things.
In the end, do you really need to roll to make stuff, or are you fine with just allowing people to make stuff?

Good point. I don't think it breaks the game if you allow a character to create a sword, or piece of armor, or a long bow and arrows.

I do wonder what would happen if they decide to make a bunch of stuff and start selling it, or they want to craft complicated devices.

Would that break the game? maybe.

I guess it just depends on how far the GM wishes to allow the characters to take things.
 

If they want to make something fairly ordinary and they have a background that supports it, then I say just let them. The Rod of Corruption that my character uses was carved by him over the course of rest periods during an adventure (Eladrins only taking 4 hours of rest leaves time to do a lot), then was magicked at a local Mages' Guild between adventures.

He wears a wooden Noh theatre style mask at all times, when out in public, that he also carved himself. Eventually that will be magicked into some head-slot item.
 

You know, at first, I kind of felt WOTC made a mistake, leaving the craft skill out, but as I read this thread, I'm starting to change my mind. By purposely leaving it out, they give individual gaming groups the freedom to decide how they wish to handle crafting in their games.

Sure it amounts to house ruling, but I don't think it's a bad thing.
 

Good point. I don't think it breaks the game if you allow a character to create a sword, or piece of armor, or a long bow and arrows.

I do wonder what would happen if they decide to make a bunch of stuff and start selling it, or they want to craft complicated devices.

Would that break the game? maybe.

I guess it just depends on how far the GM wishes to allow the characters to take things.

Depending upon what they want to create, it might well cost more to do it themselves. Initially, at least. A character who wants to make a sword would need to build or borrow the use of a forge. A Bowyer who wants to make a composite bow would need the clamps, knives, etc. to do it with. He would need to be able to make the hoof or fish glue to hold it all together, and find the horn or bone to reinforce it. Jewelers need the raw materials, wax, carving tools, molds, etc.. It can get pretty expensive but if the person playing the character enjoys it, then why not?
 

You know, at first, I kind of felt WOTC made a mistake, leaving the craft skill out, but as I read this thread, I'm starting to change my mind. By purposely leaving it out, they give individual gaming groups the freedom to decide how they wish to handle crafting in their games.

Sure it amounts to house ruling, but I don't think it's a bad thing.
In the "Characters of War" article in Dragon there are several "crafting" background in it. It boils down to:

- You can choose to craft a weapon or armor. 2 days for weapon, 4 for armor. You need a place to work and materials. All that costs the same as if you bought the item in the first place.

- You can use the Enchant Magic Item ritual as if you had the Ritual Caster feat.
 

I do wonder what would happen if they decide to make a bunch of stuff and start selling it, or they want to craft complicated devices.
In 4E you sell stuff at 1/5th of the original cost. So no problem there, your players would just be wasting time.

EDIT: Obviously 4E was created without crafting in mind.
Creating mundane items is something that happens a bit off-camera, and you don't need special rules for that. You can as easily buy something as you can craft it, as long as you have enough money for it or it's raw materials (it's just roleplaying, and this is ruled by your common sense and the DM's).
What they ruled is the creation of magic items (Enchant Item ritual) and selling items (1/5th value).
No longer paying XP to craft something because it no longer needs to be balanced that way.
 
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