Craft/Profession/Perform (PEACH please)

Post/Author/DateTimePost
#1

sixteen_sided_die

Jun 24, 2008 17:18:54
My players are very fond of these bygone skills of 3.x days, so in response to reading some of the other ideas here, I've decided if they want to devote a lot of time to working in mundane professions and performing before Bards are "ka-4thed!" officially by WotC, that this is how I am going to handle it....


I was just going to make them Skill Challenges, and choose arbitrary skills to run them off, but the "Utility Skill" idea seems good too. My gaming group specifically loved doing stuff with Profession, Craft and Perform in 3.x, so I have to bring something over to encourage them to take the dive into 4th.

I think I'll do something a little like this:

Feat: Utility Training- You gain Craft, Profession, or Perform as a Utility power. You can choose this feat more than once, each time choosing a different Craft, Profession, or Perform daily power


Craft:
Level 1 Utility Power - Personal
You have training in mundane tasks. Choose an area of expertise (i.e. Basketry, Blacksmithing, Bowyer/Fletcher, etc.) approved by your DM.You can craft mundane items (provided you have the proper tools and resources). Note that your DM is the final arbiter of costs and/or time involved. You are considered to be proficient enough to craft items of average quality and recognize items of superior or shoddy quality with a perception check.

Profession:
Level 1 Utility Power - Personal
You have training in a mundane profession. Choose an area of expertise (i.e. Banker, Barrister, Exchequer, Guide, etc.) approved by your DM. You can ply your trade either as a bonus to rolls in appropriate skill challenges or to make a little money doing odd jobs in a pinch. Note that your DM is the final arbiter of the use of this power, both in time and resources.

Perform:
Level 1 Utility Power - Personal
You have training in the performing arts. Chooe and area of expertise (i.e. Poet, Singer, Specific Instrument, Writer, etc.) approved by your DM. You can perform to influence people in Skill Challenges or make a little money performing for the public in a pinch. Note that your DM is the final arbiter of the use of this power, both in time and resources.


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#2

GreyMorgan

Jun 25, 2008 1:00:14
I recommend against profession/craft abilities ever costing a feat. That is a bad idea and a player should never have a choice between their character being good or their character having more depth. Frankly all profession/crafting does is add a bit of depth or width to a character. Making the character weaken themselves for that is generally a bad idea.
#3

nemit

Jun 25, 2008 1:13:46
Heres an idea that I am toying with that has been floating around somewhere else in these forums in some other form.

Players get a number of craft skills equal to their int mod, a number of perfrom skills equal to their cha mod, and a number of hobbies (anything tha deosnt fit into the above two) equal to their wis mod. This secondayr skills are just like primary skills; having them means you are trained in them and get a +5 bonus. You also get a +1 bonus if you use these secondary skills to help you primary skills. Using the lute to help persuade the princess? +1. Using a specially crafted hammer? +1 to damage when smacking rocks/steel/whatever. Like to shoot a bow on the weekends? +1 to attacks with bows when you spend a long time (3 rounds +) to aim at something (much like you would do when hobby shooting).
#4

GreyMorgan

Jun 25, 2008 1:22:54
Hmm, maybe instead of basing it off of your Int mod base it of the Mod of your classes primary stat. This means Int based classes don't get a massive advantage. What ever does get used by someone there is plenty of wiggle room here. I would even go so far as to say that which ever 3rd party publisher comes out with a functional crafting/profession system that can just plug in to 4E will have a decent seller.
#5

sixteen_sided_die

Jun 25, 2008 1:38:54
The way it'll probably work in my campaign (for those who decide to head that way) is I'll probably toss them the feat as a bonus for role-playing instead of "roll-playing".

Making it a feat, and one they can "earn" with role-playing, will let them exercise their desires to make stuff whilst directing them towards a less die-roll-based environment.
#6

julescarv

Jun 25, 2008 2:05:21
I'd roll all perform and craft skills into one -- just have Perform and Craft as skills, rather than Perform (lute) or Craft (carpentry).

Profession is a bit trickier -- you can't really claim that a good lawyer would also make a good architect, even in the same vague sense that you can claim that someone who is "handy" would be good at carpentry and metalworking alike, or that someone who is "artistic" would be a good poet and flutist. You could just say "Profession" is a single skill, but that might go a bridge to far in suspension of disbelief. I'm not sure how you'd handle profession, really.