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The Profession skill?
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<blockquote data-quote="Aurumvorax" data-source="post: 5091942" data-attributes="member: 87266"><p>It's wrong because 3E shifted away from the "leave it up to DM!" play style to "everything works like X." Talk to anyone who hates diplomacy and intimidate and they'll tell you something along the lines of "You shouldn't blur role-play with roll-play." If in real life I'm an introvert but my character is Sir Princely the Handsomest Man in the World, I'm going to be mad when I fumble over basic sentences but my rolls come up 30+. Likewise, if Mr. Bumbleton has no ranks in profession but gets a massive bonus because he created a bullet proof business plan, I'm going to be mad that I pumped 10 ranks in this useless skill. </p><p></p><p>At least Pathfinder attached a quality to profession by allowing it to act as a catch-all knowledge skill for your work.</p><p></p><p>It's something that GMs shouldn't have to adjudicate and I can't think of many RPGs that tie mechanics to professions. In every other RPG you have skills that help you in your profession (which is what craft should be doing) but not an actual skill that says "Hey, this is how good you actually are at your job." Games that do include it (BattleTech RPG comes to mind) will have a mechanical attribute attached to it or specifically say what it does. "Administration: How well you can run a business. Multiply your success by 1,000 to find out your income."</p><p></p><p>Profession or role-playing elements are not something I want handled by dice and if they are I shouldn't know what modifiers I have and the GM should make the roll. It ruins the suspense of the game when players point out on their sheet how they're world class businessmen and the result of their next die roll will make them richer than average nobility within a week's time.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5091942, member: 87266"] It's wrong because 3E shifted away from the "leave it up to DM!" play style to "everything works like X." Talk to anyone who hates diplomacy and intimidate and they'll tell you something along the lines of "You shouldn't blur role-play with roll-play." If in real life I'm an introvert but my character is Sir Princely the Handsomest Man in the World, I'm going to be mad when I fumble over basic sentences but my rolls come up 30+. Likewise, if Mr. Bumbleton has no ranks in profession but gets a massive bonus because he created a bullet proof business plan, I'm going to be mad that I pumped 10 ranks in this useless skill. At least Pathfinder attached a quality to profession by allowing it to act as a catch-all knowledge skill for your work. It's something that GMs shouldn't have to adjudicate and I can't think of many RPGs that tie mechanics to professions. In every other RPG you have skills that help you in your profession (which is what craft should be doing) but not an actual skill that says "Hey, this is how good you actually are at your job." Games that do include it (BattleTech RPG comes to mind) will have a mechanical attribute attached to it or specifically say what it does. "Administration: How well you can run a business. Multiply your success by 1,000 to find out your income." Profession or role-playing elements are not something I want handled by dice and if they are I shouldn't know what modifiers I have and the GM should make the roll. It ruins the suspense of the game when players point out on their sheet how they're world class businessmen and the result of their next die roll will make them richer than average nobility within a week's time. [/QUOTE]
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