has anyone homebrewed Craft/Perform/Profession?

Post/Author/DateTimePost
#1

fragsie

Oct 15, 2008 10:05:44
My players have only been playing D&D for just over a year, and none of them had ever played anything like it before (no wargames, not much fantasy computer games. they were very much 'un-geeky' before i got my hands on them!). I started a campaign in 3.5 rules that would span 10-12 levels, and they got to lvl 5 before the release of 4th edition.
The party was a monk, a druid, a sorcerer and a duskblade, so i couldnt just transfer them to the new system. Instead we started a new campaign with new characters with the intention of returning to the 3.5 campaign after i had got a hang of DMing 4th ed.

That happened last week, and there was a lot of worry amoung my players that they wouldnt be able to shift back into 3.5 very easily. It wasn't a problem in the end, but after the session ended they all had the same point to make:

Although 4th ed is a lot quicker in combat, and a lot simpler for them to play (not having to cross reference in loads of book), they now lament at the lack of Craft, Perform and Proffesion skills in 4th. I was hoping that someone had homebrewed a system that reintroduces these 'backround/roleplay' skills back into the game. I would give it a go myself, but i have my hands full with an update to my own setting, can anyone point me in the right direction, or perhaps suggest a simple way that i can do this?
#2

wyld_mutation

Oct 15, 2008 10:19:01
There are the backgrounds that were previewed in one of the dragon articles I think.

I have seen several crafting attempts on this board. I can try to track one down.

However my input would be to handle crafting as a skill challenge.
#3

tequila_sunrise

Oct 15, 2008 10:51:10
Although 4th ed is a lot quicker in combat, and a lot simpler for them to play (not having to cross reference in loads of book), they now lament at the lack of Craft, Perform and Proffesion skills in 4th. I was hoping that someone had homebrewed a system that reintroduces these 'backround/roleplay' skills back into the game. I would give it a go myself, but i have my hands full with an update to my own setting, can anyone point me in the right direction, or perhaps suggest a simple way that i can do this?

The simplest way to handle background skills to allow PCs to do things according to their histories. The party wizard grew up in a gypsy caravan? Well then I'm sure he could make the tavern-goers happy by singing and strumming a guitar. The party fighter grew up as an blacksmith's apprentice? Well then I'm sure that, given access to a forge, he could crank out a few mundane items in a week's time. The secret is that none of these things require mechanics; the PCs are heroes, not commoners so it doesn't matter exactly how well they can do these things. Let the players describe their PCs' performance/craft to you, describe the in-game results and then move on with the adventure. If you it really makes you and your players feel better to roll dice, just have them roll a d20 and half their level, plus Cha/Int and slap a +5 "background training" bonus on it.

TS
#4

zombiegleemax

Oct 15, 2008 19:10:29
Check my signature.
#5

salla

Oct 16, 2008 19:12:10
The simplest way to handle background skills to allow PCs to do things according to their histories. The party wizard grew up in a gypsy caravan? Well then I'm sure he could make the tavern-goers happy by singing and strumming a guitar. The party fighter grew up as an blacksmith's apprentice? Well then I'm sure that, given access to a forge, he could crank out a few mundane items in a week's time. The secret is that none of these things require mechanics; the PCs are heroes, not commoners so it doesn't matter exactly how well they can do these things. Let the players describe their PCs' performance/craft to you, describe the in-game results and then move on with the adventure. If you it really makes you and your players feel better to roll dice, just have them roll a d20 and half their level, plus Cha/Int and slap a +5 "background training" bonus on it.

TS

+1.
#6

doomsought

Oct 16, 2008 20:01:05
I prefer using an alteration of the list of knowledge and craft skills from modern.
Call them utility skills, A player has a number of them equal to their wisdom modifier or int modifier, whichever is higher.
Unless otherwise stated, all use int.
Knowledge:
  • Arcana
  • Civics (law, ect)
  • History
  • Tactics
  • Religion

Craft:
  • Alchemy
  • Smithing
  • mechanical
  • structural
  • visual art/perform(Cha)
  • Survivalist(skinning, tanning, firemaking)(wis)
#7

fragsie

Oct 18, 2008 11:48:20
Theres loads of ideas there, thanks peeps. I shall present these to my players at the start of next month, im having a go at a free-form horror for halloween so we're not DnDing for a couple of weeks.
#8

Shadowfax7

Oct 19, 2008 10:22:21
I have added the Craft skill to 4e, it includes the Appraise skill.

I did not feel that the Perform or Profession skills were needed, ability checks will do IMO.

Craft (Intelligence)

Appraise an item: You can tell the value of an item
Craft an item: You can make an item with the appropriate tools

The DCs are 15 for mundane items, 20 for rare or high-quality items and 25 for exotic or complex items.