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The Profession skill?
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<blockquote data-quote="Aurumvorax" data-source="post: 5091515" data-attributes="member: 87266"><p>But that's the point! The rulebook <em>must</em> present DCs for everything because <strong>3E created the concept of a static difficulty!</strong> In prior editions, you always checked against your ability score. A proficiency check was made by rolling a d20 +/- modifiers; if you were equal to or less than your ability score, you succeeded. The more naturally talented you were, the better you were at doing your job. The more training you had (I.E. the more points you put in a proficiency) the better you were allowing you to circumvent having an average ability score.</p><p></p><p>3E shoehorned itself by attaching a static value to everything. A 10 is an average task. A 15 is a slightly difficult task to a trained person. A 20 is expert territory. By setting a static difficulty for the average person, 3E didn't take into account that PCs <strong>aren't average people.</strong> In 3E's terms, there is no difference between a doctor and a muckraker because the incremental skill point system and static DCs don't allow it.</p><p></p><p></p><p></p><p>There's a reason why later supplements took profession and attached mechanics to it like Stormwrack did with sailing. As I said, 3E is very succinct in its rulings. A strength check would have done the same thing in your example. A wisdom check would have done the same thing in your second example.</p><p></p><p>4E made the right decision in removing mechanics from unnecessary aspects of the game. I shouldn't have to spend limited resources, especially ones that determine how well I do in the assumed world of adventuring and plunder, to determine how well I can cook, herd, or sew. If I roleplay my character as a brewer his whole life then the GM should consider my character a proficient brewer. If I compete against a master brewer, the GM should decide based on our ingredients who makes the better brew or even use the event to create an entire new adventure. When hard rules are used for such a narrative event, one side can <em>cheat</em> through magic or cheap enhancements and break the entire flow of play.</p><p></p><p>If anything, the profession skill is proof of moving away from role-playing to roll-playing.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5091515, member: 87266"] But that's the point! The rulebook [I]must[/I] present DCs for everything because [B]3E created the concept of a static difficulty![/B] In prior editions, you always checked against your ability score. A proficiency check was made by rolling a d20 +/- modifiers; if you were equal to or less than your ability score, you succeeded. The more naturally talented you were, the better you were at doing your job. The more training you had (I.E. the more points you put in a proficiency) the better you were allowing you to circumvent having an average ability score. 3E shoehorned itself by attaching a static value to everything. A 10 is an average task. A 15 is a slightly difficult task to a trained person. A 20 is expert territory. By setting a static difficulty for the average person, 3E didn't take into account that PCs [B]aren't average people.[/B] In 3E's terms, there is no difference between a doctor and a muckraker because the incremental skill point system and static DCs don't allow it. There's a reason why later supplements took profession and attached mechanics to it like Stormwrack did with sailing. As I said, 3E is very succinct in its rulings. A strength check would have done the same thing in your example. A wisdom check would have done the same thing in your second example. 4E made the right decision in removing mechanics from unnecessary aspects of the game. I shouldn't have to spend limited resources, especially ones that determine how well I do in the assumed world of adventuring and plunder, to determine how well I can cook, herd, or sew. If I roleplay my character as a brewer his whole life then the GM should consider my character a proficient brewer. If I compete against a master brewer, the GM should decide based on our ingredients who makes the better brew or even use the event to create an entire new adventure. When hard rules are used for such a narrative event, one side can [I]cheat[/I] through magic or cheap enhancements and break the entire flow of play. If anything, the profession skill is proof of moving away from role-playing to roll-playing. [/QUOTE]
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