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Like Pathfinder?

Yep 0.23611111111111 23.6% [ 51 ]
Seems good 0.18055555555556 18.1% [ 39 ]
No 0.092592592592593 9.3% [ 20 ]
I'm Alpha testing it 0.097222222222222 9.7% [ 21 ]
Whats pathfinder? 0.26388888888889 26.4% [ 57 ]
I'm a whore 0.032407407407407 3.2% [ 7 ]
I'm a bigger whore 0.097222222222222 9.7% [ 21 ]
Total Votes: 216
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Back to Profession, I could probably add in the money making detail too, just forgoing the roll. If you take a week of dedicated time towards your profession you gain gold = to your character level. That way it still requires them to put in the time.

Because honestly, the skill just seems useless to me. It doesn't really do anything.
 
     
 
DrakeEvancore
That's the flat option, I like it, it makes things simple. But I believe it needs to be +8.

The favoured class thing I like, no more xp penalty, and now if you follow your favoured class bonus hp!


I did get an interesting suggestion for my life gaming group, no real play testing just general chatting. An idea that got floated was to slow reduce that bonus by 1 every level until it was gone. So for +8 a 9th level character would have none of the original starting HP bonus left. Just an odd idea.

I've seen comments saying that the extra HP is to much a boost for low level characters are removes the fear of death. I disagree since the character healing rate at low levels is extremely slow. I also get the feeling these people have never played without a dedicated healer-in-a-box (one time a fighter in my group literally had a cohort fairy cleric in a metal-ride box welded to his armor).

The best use for Profession I've seen in current D&D rules was running a shop in the Dungeon Master's Guide 2. The problem is that adventuring is more profitable then working a normal job. That's there is always a decent crop of young (for the race) fools who think they are going pull a get rich quick trick. Perhaps d20 Modern can come to the rescue (like it needs to with the Heal skill).

A good question is what is the difference between Craft and Profession, an how to mechanically represent that. The other question is what function do they serve for players (aside from background fluff). Ignoring the 'economics' ... or actually thinking about them are some key areas that we could look at.

#1 How in the Chaotic and Evil outer planes does an adventuring party convert thousands of round gold coins into magical items? This is totally glossed over by assuming a give town can work with x amount of wealth and has y valued items/components available. This creates an artificial 'magic item shop' syndrome. Craft is already kind of involved in the process, with players trying to get discounts by making their own items, or crafting their own components if none are available. Perhaps Profession could be linked into this gold -> items conversion process (also isn't Pathfinder loosing access to the D&D town rules anyways).

#2 Down time, rare in some campaigns. However what does the Fighter do while the Wizard is busy generating new scrolls, wands, staves, tangle foot bags, and so on? He sits on his rump and gets hammed with rum at the tavern. A Profession skill would be one way to keep the character occupied during such pauses. Another consideration is the length of a down time. It can be very disruptive to have a single character devote a month or more of in game time creating high level magic items. Profession (at it's core resource management skills) could be a vehicle for both getting other characters involved in the item creation (not just magical) process to speed it up. Wizards tend to have flunkies for a reason, and not just as body shields. Sending underlings out to gather key components has been the comedic stumbling block of many a magical figure.

It'll take me a bit to think of a rules set that supports this idea. I also want to see what Paizo is going to suggest about items in general.
     
I don't follow the reduction idea entirely.

Well, my main problem with Profession was its lack of a need for a roll in the majority of cases. Some people pointed out flavour things and such on the paizo boards but that doesn't really justify making it a skill or even maintaining it as such.

And if your speaking in regards of item creation in comparison to Profession all the more reason it should be a feat instead.
 
     
 
I think with what he means is that your bonus to hp decresses per level

Say you use the +con to hp. Then next level its your con -1 then con -2. And so forth till you dont have a bonus any more.
     
That seems a bit weird.
 
     
 
As a consistant player and rare DM, I never put ranks into Profession or Craft. Why waste the ranks, right?
Brasten, I like your ideas on how Profession and Craft *could* work in the future. I know that having downtime in an adventure can be tedious, because honestly, the party IS going to spend the majority of its' time at the tavern wenching and drinking OR shopping and after a session of that, it gets old real fast.
     
Am I the only one out there who takes ranks in a craft just so that my character has something to do around the fire when he's on guard duty?
 
     
 
Probably, although that is an excellent RP idea. smile Thanks Ogre. Our guard duty nights usually go like this.
"Ok, I"m on watch first.
DM: Ok. Roll a spot & listen.
*rolls* I got a 12 and a 19.
DM: Your watch passes uneventfully. Next?
     
LadyStarmist is: is on HAITUS. Placement has eaten me.
Click below if you're ready to stop hating your body...
A few points in craft or perform adds a little hint of roleplaying to something as mundane as watch shifts... I also like to be the one who can cook. With a group of role players, you can become quite the asset if you can hunt and cook. Arm. Marching. Stomach. All that.
 
     
 
I don't have a problem with craft.

As for putting some ranks in craft or perform, I've done it sometimes. But since you can do them untrained, I usually don't bother and still do something to that effect anyways.

I have a dwarven monk that carves small stone statues on long journeys.
     
Sometimes prestige classes need ranks in preform or craft.

Dervish is one of them.
 
     
 
I actually don't have a problem with perform either. sweatdrop Just Profession.
     
But profession gambler rules... mrgreen
 
     
Watch Your Back
Shoot Strait
Conserve Ammo
Never, Ever, Cut a Deal with a Dragon
 
Nah, I prefer Profession (adventure)
     
"I am last minute stuff."
The only problem is if you make it feat it now has to remain competitive with other feat choices, which is going to very difficult.

And as I said, Craft (as a skill) can already be used in item creation. Why can't Profession have a place as well? Already in the Pathfinder rules we have an example of folding advanced skill uses back into the Skills they are based on. Track being subsumed by Survival. For Profession and advanced use such as managing item creation more efficiently (perhaps with a team) would make it a more valuable skill to pursue for some types of characters.

For mundane items:
Craft > Make your own.
Profession > Reduce the time of making your own.

For magic items:
Craft > Reduce Cost of creation
Profession > Reduce Time of creation
Spellcraft > Reduce XP cost of creation*


*I feel XP costs should be removed from item creation all together. Or at the very least be allowed to be shared among party members.
 
     
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