Craft and Secondary Skills. Please PEACH

Post/Author/DateTimePost
#1

outlaw68

Jul 30, 2008 7:27:27
Please keep in mind this is a work in progress. I have very loosely based it on the second edition secondary skill system

Background Professions & Secondary Skills
Each Player Selects 1 Profession and Gains bonus’s form the secondary skills listed. Each skill gives the player a +5 on the specific check listed. These bonuses DO NOT stack with bonus’s form skills listed in the PHB, So if both skill checks could apply, the player chooses the the highest score (this will usually be the skill in the PHB, especially at higher levels). And adds a +2 Synergy bonus to the check.

The character can then pick a secondary professions which they receive a +2 bonus on checks. This bonus does not stack with any other skill check and there is no synergy bonus.

For example, if the character has a background as an Apethacary and attempts to use heal. If his heal check is higher than a +5, he would use his heal skill and add a +2 synergy bonus to the check (providing the nessecary herbs etc are available)

Alchemist Knowledge: Alchemy
Apothecary Knowledge: Natural Remedies
Architect Knowledge: Arcitecture
Armourer Craft: Armourer
Artist Artisan (Painting, Sculpture, Literature)
Baker Craft: Baking
Blacksmith Craft: Blacksmithing
Botanist Knowledge: Plants
Bowyer Craft: Bow
Butcher Craft: Butchery
Cook Knowledge: Prepare food
Courtisan Knowledge: Nobility Royalty
Engineer Knowledge: Engineering
Farmer Knowledge: Crop Growing
Fisherman Fishing, Boating (Small)
Fletcher Craft: Arrow
Forester Knowledge: Local Area
Gambler Knowledge: Gambling
Gatherer Knowledge: Identify Edible Foliage
Herbalist Identify Herbs, Knowledge: Herbs
Jewler Craft: Gem Cutting, Identify Value
Herder Knowledge: Animal Herding
Hunter Knowledge: Track Animals, Skin Animal
Leatherworking Craft: Leatherworking
Merchant Barter, Identify Quality
Miner Knowledge: Spelunking
Mountaineer Knowledge: Local Area
Performer Perform: Two Types (Story Telling, Poety, Musical
Instrument, Singing, Clowning, Dance, Acting)
Sailor Knowledge: Weather, Knowledge: Ocean
Shipwright Craft: Ship Building
Soldier Knowledge: Tactics, Craft: Defenses, perform weapon drill
Swordsmith Craft: Sword, Identify Quality
Tailor Craft: Tailor
Tanner Craft: Treat Animal Skin, Skin Animal
Trapper Craft: Trap

Craft: When attempting to craft an item make a skill check, Take of 5% of the cost for every 2 over DC 15 you hit.

Ability Modifiers: The DM selects the most relevent ability modifier based on what the PC is tryign to achieve. More often than not Knowledge, and Identify skills will rely on intelligence, Craft can rely on nearly anything, a blacksmith using strength to forge his steel, a Trapper using wisdom for the best placement of a trap etc.

For DCs: Use Page 42 of the DMG
#2

vonklaude

Jul 31, 2008 8:54:23
Please keep in mind this is a work in progress. I have very loosely based it on the second edition secondary skill system

Background Professions & Secondary Skills
Each Player Selects 1 Profession and Gains bonus’s form the secondary skills listed. Each skill gives the player a +5 on the specific check listed. These bonuses DO NOT stack with bonus’s form skills listed in the PHB, So if both skill checks could apply, the player chooses the the highest score (this will usually be the skill in the PHB, especially at higher levels). And adds a +2 Synergy bonus to the check.

The character can then pick a secondary professions which they receive a +2 bonus on checks. This bonus does not stack with any other skill check and there is no synergy bonus.

For example, if the character has a background as an Apethacary and attempts to use heal. If his heal check is higher than a +5, he would use his heal skill and add a +2 synergy bonus to the check (providing the nessecary herbs etc are available)

Alchemist Knowledge: Alchemy
Apothecary Knowledge: Natural Remedies
Architect Knowledge: Arcitecture
Armourer Craft: Armourer
Artist Artisan (Painting, Sculpture, Literature)
Baker Craft: Baking
Blacksmith Craft: Blacksmithing
Botanist Knowledge: Plants
Bowyer Craft: Bow
Butcher Craft: Butchery
Cook Knowledge: Prepare food
Courtisan Knowledge: Nobility Royalty
Engineer Knowledge: Engineering
Farmer Knowledge: Crop Growing
Fisherman Fishing, Boating (Small)
Fletcher Craft: Arrow
Forester Knowledge: Local Area
Gambler Knowledge: Gambling
Gatherer Knowledge: Identify Edible Foliage
Herbalist Identify Herbs, Knowledge: Herbs
Jewler Craft: Gem Cutting, Identify Value
Herder Knowledge: Animal Herding
Hunter Knowledge: Track Animals, Skin Animal
Leatherworking Craft: Leatherworking
Merchant Barter, Identify Quality
Miner Knowledge: Spelunking
Mountaineer Knowledge: Local Area
Performer Perform: Two Types (Story Telling, Poety, Musical
Instrument, Singing, Clowning, Dance, Acting)
Sailor Knowledge: Weather, Knowledge: Ocean
Shipwright Craft: Ship Building
Soldier Knowledge: Tactics, Craft: Defenses, perform weapon drill
Swordsmith Craft: Sword, Identify Quality
Tailor Craft: Tailor
Tanner Craft: Treat Animal Skin, Skin Animal
Trapper Craft: Trap

Craft: When attempting to craft an item make a skill check, Take of 5% of the cost for every 2 over DC 15 you hit.

Ability Modifiers: The DM selects the most relevent ability modifier based on what the PC is tryign to achieve. More often than not Knowledge, and Identify skills will rely on intelligence, Craft can rely on nearly anything, a blacksmith using strength to forge his steel, a Trapper using wisdom for the best placement of a trap etc.

For DCs: Use Page 42 of the DMG

You could put many of those as special uses under existing skills.

-vk
#3

merdok

Jul 31, 2008 18:36:45
Hmm its true alot of these can be skill checks but many cant . I belive that (and please correct me If I am wrong) He is creating this as a lvl 1 choice to go along with the rest of your character creation. Maybe though in game npcs or scrools new professions can be learned. These seem to me to be like Mundane Rituals to use the terminoligy already put forward by the game.

It dose tie into the points of light setting that PCs each can do something. Anyone worth more than a pesant should be able to do something other than kill things to make money. This actually fixes a problem I was trying to work out with my Wizard. He is a warforged and facinated with creating things...
#4

outlaw68

Jul 31, 2008 20:25:09
Hmm its true alot of these can be skill checks but many cant . I belive that (and please correct me If I am wrong) He is creating this as a lvl 1 choice to go along with the rest of your character creation. Maybe though in game npcs or scrools new professions can be learned. These seem to me to be like Mundane Rituals to use the terminoligy already put forward by the game.

This is exactly what it is for.. this is a secondary list of options. thy don;t come out of the characters skill selections, they are in addition to it. They idea is to flesh out the characters background a little.

I am thinking the retraining could be away that people can change their profession. I mean i have held several jobs over the years.. and i have no idea how i used to do the first lol..

And i am aware that many cross over with existing skills, that is why i have the part about offering the synergy bonus.
#5

vonklaude

Aug 01, 2008 15:33:21
This is exactly what it is for.. this is a secondary list of options. thy don;t come out of the characters skill selections, they are in addition to it. They idea is to flesh out the characters background a little.

I am thinking the retraining could be away that people can change their profession. I mean i have held several jobs over the years.. and i have no idea how i used to do the first lol..

And i am aware that many cross over with existing skills, that is why i have the part about offering the synergy bonus.

You could place them as specialisations under existing skills, a lot like many already have multiple ways to use them, and then let players pick one specialisation for each of their skills, or perhaps just one over all.

-vk