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What are the least-used skills in D&D?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 1865175" data-attributes="member: 23094"><p>There's the largest part of your answer right there.</p><p></p><p>First off, realize that without enough down-time, certain character ideas - especially crafters, both mundane and magical - are pretty much dead in the water.</p><p></p><p>If you want such skills to be useful, you must ensure that the PCs have that downtime.</p><p></p><p>In addition, I've found that the rules on mundane crafting in 3E result in some ridiculously *long* crafting times (like, say, 3 <strong>years</strong> for mithral full plate). Consider allowing the PC to make progress in SP per day, rather than SP per week (roughly 7x as fast) or allow the crafter to set the DC as high as he or she wants. Normally, you can craft a buckler at DC (10 + AC bonus) 11 for "normal speed," or DC 21 for "fast speed." If the crafter can succeed (while taking 10, usually) at a DC of 25, let 'em. Usually, it means they'll finish in 6 days instead of in 7 or 8 - but sometimes those extra days are important.</p><p></p><p></p><p></p><p>Have you ever had an instance in your game that called for a Profession check?</p><p></p><p>If not, why not?</p><p></p><p>If all such skills are good for are background info, expect them to be relegated to background status.</p><p></p><p>If the party is adventuring underground, allow a Profession (Miner) check to recognize and avoid potential cave-ins - or create them! Or, perhaps, recognize that the strata of rock you're currently meandering through is known for harboring gold deposits - something the PCs may not be able to make personal use of, but information which the mining coster might be willing to pay a hefty amount of coin for!</p><p></p><p>(And don't forget to give the dwarves +2 for stonecunning on the above checks! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 1865175, member: 23094"] There's the largest part of your answer right there. First off, realize that without enough down-time, certain character ideas - especially crafters, both mundane and magical - are pretty much dead in the water. If you want such skills to be useful, you must ensure that the PCs have that downtime. In addition, I've found that the rules on mundane crafting in 3E result in some ridiculously *long* crafting times (like, say, 3 [b]years[/b] for mithral full plate). Consider allowing the PC to make progress in SP per day, rather than SP per week (roughly 7x as fast) or allow the crafter to set the DC as high as he or she wants. Normally, you can craft a buckler at DC (10 + AC bonus) 11 for "normal speed," or DC 21 for "fast speed." If the crafter can succeed (while taking 10, usually) at a DC of 25, let 'em. Usually, it means they'll finish in 6 days instead of in 7 or 8 - but sometimes those extra days are important. Have you ever had an instance in your game that called for a Profession check? If not, why not? If all such skills are good for are background info, expect them to be relegated to background status. If the party is adventuring underground, allow a Profession (Miner) check to recognize and avoid potential cave-ins - or create them! Or, perhaps, recognize that the strata of rock you're currently meandering through is known for harboring gold deposits - something the PCs may not be able to make personal use of, but information which the mining coster might be willing to pay a hefty amount of coin for! (And don't forget to give the dwarves +2 for stonecunning on the above checks! ;) ) [/QUOTE]
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