skills - Craft is pretty limited


Skills and Feats

Liberty's Edge

Craft is pretty limited and a blacksmith is limited to just doing simple things unless he spends 3 skill points (which most classes lack) to be able to be a full blacksmith (working metal in general and creating weapons and armors)

as skills were consolidated it would be good to have some of this crafts consolidate themselves on:

craft: smithing (metal weapons, armor an objetcs)
craft: glasswork (everything done with crystal, would be interesting to use with elven orother races special cristals)
craft: woodwork (everything related with wood, from chairs, to bows to houses)
craft: alchemy (its cool like it is)
craft: poisons (its cool like it is)

any ideas, comments?


Montalve wrote:

Craft is pretty limited and a blacksmith is limited to just doing simple things unless he spends 3 skill points (which most classes lack) to be able to be a full blacksmith (working metal in general and creating weapons and armors)

as skills were consolidated it would be good to have some of this crafts consolidate themselves on:

craft: smithing (metal weapons, armor an objetcs)
craft: glasswork (everything done with crystal, would be interesting to use with elven orother races special cristals)
craft: woodwork (everything related with wood, from chairs, to bows to houses)
craft: alchemy (its cool like it is)
craft: poisons (its cool like it is)

any ideas, comments?

I like the idea of Craft skill consolidation. I guess that's my only comment for now: It is a good idea.


I do have one more comment - each of the consolidated skills should be reasonably well defined in terms of what it can do and what the DCs are to accomplish that particular task.

Liberty's Edge

Roman wrote:
I do have one more comment - each of the consolidated skills should be reasonably well defined in terms of what it can do and what the DCs are to accomplish that particular task.

i agree

it just came to mind how to consolidate it
i haven't sit to see how DC could be arranged

from simple, complex, difficult and extraoridinary difficult

also how the quality is affected (or affects each DC)

does it adds to the DC a fixed quantity to have done a pair of horshoes o a sword?

Silver Crusade

Montalve wrote:

Craft is pretty limited and a blacksmith is limited to just doing simple things unless he spends 3 skill points (which most classes lack) to be able to be a full blacksmith (working metal in general and creating weapons and armors)

as skills were consolidated it would be good to have some of this crafts consolidate themselves on:

craft: smithing (metal weapons, armor an objetcs)
craft: glasswork (everything done with crystal, would be interesting to use with elven orother races special cristals)
craft: woodwork (everything related with wood, from chairs, to bows to houses)
craft: alchemy (its cool like it is)
craft: poisons (its cool like it is)

any ideas, comments?

I like it too


I agree. Consolidation would be nice.


I already use Craft consolidation. These are the simple categories I use.

Alchemy - alchemy, poisons, smoke-sticks etc.
Ceramics - pottery, clay, kitchenware
Cloth/Skin - leather-work, leather armour, tailoring, upholstery
Gem/Crystal - gem-cutting, glass-blowing, crystal sculpting
Metal - blacksmithing, metal armour & weapons, jewellery
Stone - stone-carving, masonry, construction
Wood - woodwork, carpentry, joinery, wooden weapons

I also have an all-purpose "Art" craft skill if it doesn't fall into any of those categories and the player doesn't wish to take it as a profession.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

How about consolidation, but specialization, so if you are a master Weapon Smith, then you can do anything a else in the blacksmith class of crafting skills at half your skill level. Basically you are good enough at the fundamentals you can work out how to do things outside your expertise.

Also, why is poisons not alchemy?

Liberty's Edge

Arakhor wrote:

I already use Craft consolidation. These are the simple categories I use.

Alchemy - alchemy, poisons, smoke-sticks etc.
Ceramics - pottery, clay, kitchenware
Cloth/Skin - leather-work, leather armour, tailoring, upholstery
Gem/Crystal - gem-cutting, glass-blowing, crystal sculpting
Metal - blacksmithing, metal armour & weapons, jewellery
Stone - stone-carving, masonry, construction
Wood - woodwork, carpentry, joinery, wooden weapons

I also have an all-purpose "Art" craft skill if it doesn't fall into any of those categories and the player doesn't wish to take it as a profession.

i like this, sounds well to me

poison could also go in herbalism, that is why i was thinking in a different craft

gcpeart wrote:

How about consolidation, but specialization, so if you are a master Weapon Smith, then you can do anything a else in the blacksmith class of crafting skills at half your skill level. Basically you are good enough at the fundamentals you can work out how to do things outside your expertise.

Also, why is poisons not alchemy?

ablacksmith learns the basic first, then goes into mastering other things

that is why i prefer a blacksmith knowing how to work different type of metals than a Weaponsmith just barely able to be able to do other items (even low level stuff would eb problematic, and it means that they need to become "masters" first... i don't like it)

Scarab Sages

Roll Poisons in with Alchemy

I'd like to suggest that there are two fundamental mindsets on craft skills. Those that focus on End Product, and those that focus on Materials.

The OPs list (and several of the additions) is an excellent list for Materials. I'd like if this was the official version of things.

I'd like it because, Just as Legitimate is the End Product viewpoint, including skills such as Armorsmithy & Weaponsmithy. The difference is that there is always an infinite number of of skills that way, which tends to lead to much greater irritation by players when they suddenly don't have the appropriate skill.

Liberty's Edge

DivineAspect wrote:

Roll Poisons in with Alchemy

I'd like to suggest that there are two fundamental mindsets on craft skills. Those that focus on End Product, and those that focus on Materials.

The OPs list (and several of the additions) is an excellent list for Materials. I'd like if this was the official version of things.

I'd like it because, Just as Legitimate is the End Product viewpoint, including skills such as Armorsmithy & Weaponsmithy. The difference is that there is always an infinite number of of skills that way, which tends to lead to much greater irritation by players when they suddenly don't have the appropriate skill.

mmm

i have to agree fully to this post

Scarab Sages

I'd like to throw in there, as I'm a sticker for period terms, but Arakhor's list seems pretty complete

Carpenter for Wood
Jeweler for the Glasswork
Mason for Stone
Potter for Ceramics
Smith for Metal
Tanner for skins, furs, hides, and leathers (my Druid uses this on most of the monsters we fight)
Tailor for clothing and the like, including all those hidden pockets

Liberty's Edge

*bump*


Thanks for the votes of confidence :)

Since I was consolidating the Craft skills for multi-purpose use, I deliberately used materials rather than end-products, if only so that people didn't pick the "wrong" career or what-not.

Also, there's a certain amount of relationship between various similar jobs - a cooper (barrel-maker) is also going to be a skilled wood-worker, whereas a leather-worker is likely to also be a tanner and furrier.

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