The Craft Skill missing?


log in or register to remove this ad

Meh. It's just fluff. Let your PC claim whatever non-adventure skills they want.

As a PC though, I usually insist that my characters are nearly incompetant in any non-adventurer related task.

"Cook? Well I can make a stew. Repair that desk? Well, I can swing a hammer hard... Forge a sword? No bloody way, but I can tell a great one from a good one. What can I say, there is only so many hours in a day and I have dedicated most of them training for my real profession : stabbing people in the face."

How long does it takes, according to you, for a fighter to be able to competently master every freaking military weapon? Learn to fight with sword and shield, learn to throw handaxes, daggers and javelin (all very different), wield a bow etc. And then, when you have the basics down, learn his specialized skill and tricks of the trade that to go from decent to actually able to survive a fight? If my new level PC is a 19 year old fighter, I expect he's been training full time since he was roughly ten. What else has he learn beside fighting and adventuring in that time? Sweet ***kall. Just like Medieval knight knew very little beside fighting, jousting and courtmanship. It's a full time job.

I usually smile when someone insist his fighter is also a competant blacksmith. How old is he? 40? Because these are two very different and exhausting apprenticeship. That's why you would have to scan history really hard to find a man described as both a master swordman and master swordsmith...
 
Last edited:


Our online chat has house rules for crafting and professions. If you'd like to look, please feel free to drop by. The link is in my sig.
 


Our online chat has house rules for crafting and professions. If you'd like to look, please feel free to drop by. The link is in my sig.

Hiya.

I took a look at your chat.. or at least I tried to, but apparently mozilla isn't supported by digichat?
 


My opinion about the "non-adventuring skills" (Craft, Profession and Perform) is not that they are necessary or desired in the game because you want to encourage the PC's to sit around weaving baskets for profit. I think they are fun and useful because they give you other angles for insights into the adventure as it unfolds. A PC with Blacksmithing as a skill might notice things about the weapons or armor the bad guys were using that is a clue to their origins and helps add detail to the adventure and world.

The question of course arises, "Yes but why do I need a skill for that? I can just tell the PC the information I want them to know if they said they were a blacksmith as part of their background." That is true. But there are some reasons why I might want to attach a number to that blacksmith background.

One is to simply make such skills work consistantly with the rest of the system. A PC might have the History skill but that doesn't mean that I automatically tell them the answer whenever they have a question about history. I have them roll. I see no reason to treat blacksmithing as an auto-success every time.

Another reason to codify this is about how to deal with a PC that has a very broad background as described by the player. If they say, "Well I was kind of a jack of all trades around town. I did some carpentry, some farming, worked as a cook, did a stint down in the mines and sometimes I played my lute for loose change at the inn in the evenings." So do you let that PC auto-succeed on anything having to do with carpentry, farming, cooking, mining and playing a lute? Seems like he's got a pretty big advantage over the player whose PC just knows how to blacksmith.

Finally there is the issue that, if you don't assign a number to it that every blacksmith in the world is equally skilled. That's not a problem if they simply need to hammer out the dents in some armor or make some iron flatware. But what if they need to craft "armor fit for a king"? Or a "mithril blade suitable for enchanting"? Again, a GM is free to adjudicate that on the fly based simply on the PC's background and other factors. But, to me, having a number assigned to it is handy.

Fortunately for me this was the easiest house rule that I ever came up with. It goes like this:

At character creation, answer the following two questions about your character. "What did you do to earn a living before you became an adventurer?" and "What do you enjoy doing when you aren't adventuring?" The answers to those questions become skills in which you are trained. An appicable ability score will be agreed upon by player and GM.

Every 4 levels (at 4th, 8th, 12th...) you get a Background Skill Pick. This may be used to either select a new Trained background skill or to add Skill Focus in a background skill in which you are already trained.

For me it was as easy as that. And I'm really glad I did this too because the background skills have added some real interest to our game. The Dragonborn Ranger used to work in a quarry and was able to discern some interesting things about when and how the mines they passed through recently were dug, just as one example.
 

It could be even easier than that. In cases in which something could apply to another skill but that the character has some past interest in, you could give a bonus. In your example regarding recognizing the source of some armour, the character could gain a +5 bonus to perception. It includes his specific knowledge with whether or not her is particularly aware of his surroundings. If you want to carry it further, then a "hobby" that the character does in his spare time might give a similar +2 bonus (after all, he isn't professional at it).

For the character who claims to be a jack-of-all-trades I would make him buy that very feat, if he could, and apply a +2 bonus to appropriate rolls. This would be for 3+ 'professions.' If not, then he wasn't particularly good at any of those jobs he did. That's why he had so many; he kept getting fired.

I would tend to steer away from giving additional unregulated skills with levels, but would likely permit retraining. The farm boy hasn't milked a cow in 20 years since becoming a fighter, but found that a little weaponsmithing came in really handy, and so picked it up along the way.

For crafting I wouldn't even have anyone make a roll. I'd just combine some nebulous 1/2 level + time factor, to determine the quality of the item. You know how to make it, or you don't. The longer you've been around, the more likely you are to be better at it. The more time you spend on doing something, the greater care you've put into making it. Actually, to tell the truth, I'd likely ignore number completely and make an off-the-cuff call at the time.
 

Pets & Sidekicks

Remove ads

Top