| #1EinlanzerJan 26, 2010 17:15:50 | Hey, everyone, I'm working on a system to simulate crafting, performing, and whatnot and I wanted to get input on what I have so far. I'm creating this system for 2 purposes: 1. To have a universal system for developing NPCs (and maybe PCs in combat-light games) that are noncombatants but excel in other areas. 2. To enhance roleplay and world immersion by having mechanical systems in place to simulate professions, crafting, etc.
So here we go. At first level, a character has the option (they don't have to) of taking up a non-adventuring class in addition to their adventuring class. Each non-adventuring class (we'll call them professions) has a list of skills associated with it. You begin the game with 3 skills on the list associated with your profession, and gain training in 1 of them.
XP is awarded to level up your profession as you develop it (subject to the player and the DM) and you can level it from 1-30, just like an adventuring class. Skills you have through your profession gain +1/2 profession levels like your adventuring skills do. However, keep in mind that very few characters should have equal levels in their class and their profession, generally weight is given to one over the other. Most PCs should maintain class levels higher than their profession levels. So far, the professions and their related skills include:
Artisan - Perception, Insight, Craft (various), Knowledge (engineering, local) Performer - Acrobatics, Athletics, Endurance, Bluff, Performance (various) Scholar - Diplomacy, Insight, Knowledge (history, arcana, planes, religion, geography, nature) Merchant - Diplomacy, Bluff, Perception, Streetwise, Knowledge (item lore) Noble - Diplomacy, Bluff, Knowledge (nobility, history, religion, local) Healer - Heal, Insight, Perception, Knowledge (medicine, biology), Craft (apothecary) Laborer - Endurance, Athletics, Insight, Craft (mundane tools), Knowledge (local, engineering)
*Knowledge uses Int, Craft uses Wis, and Perform uses Cha. Specific rules regarding Craft and Perform are not complete yet, so it's subject to the player and the DM for the moment.
Many of the skills overlap with adventuring skills, which is intentional. In general, one can simply use the version with the highest bonus. The DM may rule in certain occasions that one version is more appropriate than the other. At 5th and every 5th level after, you may select a non-adventuring feat associated with your profession. Some examples will include: Professional mastery - Gain 2 skills on your professions list Well-rounded - Gain 1 skill on any profession's list Skill training - Gain training in another of your skills Skill focus - gain +3 bonus in one of your trained skills. Alchemist/Ritual Caster - as adventuring feat. Must be trained in Arcana or Religion Knowledge. *This feat allows NPCs with few or no adventuring levels the commodity of using high level rituals and alchemical tools, it obviously should not grant low level PCs the commodity of using high level rituals and alchemy. Conditioning (artisan or laborer) - Hard work grants you 1 additional hp/2 profession levels.
More to come. Once I make more feats, I might increase the rate of gain (1 per 4 levels, perhaps) Any thoughts or questions? |