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| #1yusakuasanoJul 19, 2008 9:11:59 | Ok, here is how i solved the problem of lacking the crafts/professions/knowledges etc. At 1st lvl the pcs have a +5 total bonus in order to distribute this (if they want) in various crafts/professions/knowledges they want. They write it down and they can use it in game play. So i have a pc who put a +3 at armorsmithing craft and a +2 at herbalism... another with tracking and geography etc etc... If someone want to know even more of these kind of things he can spend a feat to gain another +5... I find it very practical and simple and decided to share it with you! ![]() |
| #2theninjadJul 19, 2008 12:52:23 | I, personally, wouldn't just give them +5. I may give them more or less, depending on some variable between characters, maybe intelligence. Other than that, I rather like your system if you intend to step away from the simplicity of 4E. |
| #3lolwatzorsJul 19, 2008 20:37:26 | The ADVANTAGE of the 'simplicity' is adding a 'complication' like crafts to the game, as a true addition, you don't mess with other rules or mechanics. I worked on a version of crafts and professions myself: Here is a rule variant to introduce non-combat skills, namely the ones oriented with the construction or the repair of items and structures, though some less useful ones will appear in here as well. A character can learn up to a number of crafters equal to their Intelligence modifier. So for an example, a fighter with an Intelligence of 15 could have two crafts, like armorsmithing and painting. The purpose behind such skill is mainly rp oriented, and its assumed someone with these skills, given time, could perform the required task adequately without the need of a roll. However, in the case a check is required, simply roll a d20, and add their Intelligence modifier+5 to the result. This does not scale with level like the combat oriented skills (yes, knowleges are combat oriented). A list of crafts, and a brief description: Alchemy - skilled in making alchemical items Armorsmithing - skilled at making and repairing armor Basketweaving - skilled at weaving wood into shapes (not just baskets) Bowmaking - skilled in the art of making bows and arrows Bookbinding - skilled at making books and paper Blacksmithing - skilled at making everyday metal items Calligraphy - expert penmanship, useful for wizards Carpentry - skilled at making woden objects Cobbling - skilled at making shoes and boots Gemcutting - skilled at grinding and shaping precious stones Leatherworking - can cure and tan hides of beast for leather use Locksmithing - knows the working and can craft mechanical locks Painting - skilled at making oil or other medium based artwork Pottery - skilled at molding clay into various shapes Sculpting - can turn solid objects (stone, wood, etc) into artwork. +2 bonus to the check for wood with carpentry, stone with masonry, and clay with pottery. Shipbuilding - used to build ships (note-must have carpenters for woodworking, but not the actual ship building part) Stonemasonry - skilled at making stoneworks, such as towers. Trapmaking - can make traps for catching bears, rabbits, or even cat burgalurs Weaponsmithing - skilled at constructing and repairing weapons Weaving - can weave cloth and make clothes from fabric Here is a rule variant to introduce non-combat skills, namely the ones oriented with the mundane task of day to day life, though some more or less useful ones will appear in here as well. A character can learn up to a number of professions equal to their Wisdom modifier. So for an example, a rogue with an Wisdom of 15 could have two prefessions, like skinning and cooking. The purpose behind such skill is mainly rp oriented, and its assumed someone with these skills, given time, could perform the required task adequately without the need of a roll. However, in the case a check is required, simply roll a d20, and add their Wisdom modifier+5 to the result. This does not scale with level like the combat oriented skills (yes, knowleges are combat oriented). Here is a list of professions and descriptions: Apothecary - sales potions, poisons and other such things Boater - operates a lake or river boat, like a ferry Bookkeeper - keeps a library or bookstore Brewer - makes beer or other distilled beverages Cook - capable of making edible dishes Driver - handles wagons and other such animal drawn devices Farner - makes a living gathering crops Fisher - gathers your bounty from the seas, lakes, or rivers Guide - know paths and locales of a the locale area Herbalist - gather plants and extract powder and oils Herder - can lead a flock of herd creatures (cow, sheep, etc) Hunter - skilled at catching small prey Innkeeper - can run a sleeping or drinking establishment Lumberjack - can run a tree felling operation Miller - can operate a mill system Miner - can gather and follow ore lines Sailor - can operate on the deck of a sea vessel. Scribe - documents the words and actions of others Seige engineer - can operate and maintain seige weapons Stable master - keeps animals Tanner - skins and cleans hides for processing |