
Pudgekins |
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4 things...
1. Why has the old "profession" skill been set under Lore?
2. Replace: Crafting w/ Tradecraft (Because anyone who makes something wants to be able to sell that something.)
- Add to "Untrained": Haggle (Activity) - vs. roll with opponent -10 = Pay 50% more; -5 = Pay 10% more; -4 to +4 = Pay given price; +5 = Pay 10% less; +10 = Pay 50% less
- Add to "Trained": Appraise (Activity)
3. Stealth:
- Add to "Trained": Suppress Sound (Activity) - Player takes measures to buffer/negate sound of equipment carried or assist other; Critical Fail - Natural 1 = Damages Equipment: Takes -2 to stealth until it can be repaired (DC = 10 + Highest Crafted Level of Armor); Critical Success - Natural 20 = Gains Permanent +1 stealth to current Armor (can be applied to a single piece of armor a maximum number of times = to its MW bonus +1)
4. Replace: Thievery w/ Deftness (Because no one want to feel like a shill even when acting like one)

Pudgekins |

I would also add the following for "Appraise"
Critical Success:
- Not only do can you determine the value of an item; but know in what market (retail, wholesale, black etc.) vendor would likely give you the best price.
Success:
- You determine the value you would likely receive in selling the item
Failure:
- You fail to understand the value of the item and feel that your best guess would be just a guess.
- You may attempt an additional roll a number of times = to your Intelligence Modifier; each successive roll increasing the DC +2.
Critical Failure:
- Beyond its surface appearance, you fail to understand the intrinsic nature of the item let alone its value.
You may not reroll to determine any further value on the item.
You may not use any other knowledge rolls to glean any secondary information of the item.
To the use of the word "tradecraft"; I agree that it is an idiom utilized presently within the spy community; but that's likely because it sounds much less suspicious that spycraft and wetwork. I've also heard espionage called "Bag-Craft"; but that's neither here nor there.
Here's what Dictionary.com has to say about the words etymology:
"Tradecraft is an old word that used to refer to the work, or craft, of any profession, or trade. It likely acquired its specific association with spy work during World War II, though it is a word most heavily associated with the Cold War. Some believe this association is entirely due to its appearance in the novels of John le Carré, prompting some fans to wonder if le Carré in fact coined it. Did it then slip into intelligence circles as an example of life imitating art? Le Carré denies this story, saying he heard the term while serving in the British Secret Service in the 1950s."
Therefore, i believe it remains to be seen how to best use the term in this specific setting.

Voss |
1 person marked this as a favorite. |

Best use is not to use it in a way the audience would find confusing. Especially since you're just using it as barter or haggle.
I'm confused by lumping craft and trade together as well. Making something doesn't indicate the skill to sell it, nor the other way around. They're completely unrelated.
And those haggle results clash badly with player wealth and the systems in place there. The extremes of +/- 50% on expensive goods will break things. Even 10% is iffy for really expensive stuff.

Pudgekins |

Best use is not to use it in a way the audience would find confusing. Especially since you're just using it as barter or haggle.
I've not suggested using the skill for only "Bartering".
My suggestion would be to add that function to the current "Craft" skill along with "Appraisal" which I don't currently see covered by any of the new skill descriptions.Perhaps it is intended to be adopted by Lore, or Society, skills.
I'm confused by lumping craft and trade together as well. Making something doesn't indicate the skill to sell it, nor the other way around. They're completely unrelated.
As someone who has dabbled in manufacturing (Crafting) things IRL, I can tell you, that the method of selling/buying items is integral to the process. Whether it is being able to understand the value of what you've made or knowing material and productions costs associated with how much something costs to make (which is why there is a cost chart in the descriptor); the market value of an item in trade is not just a key mechanic of the skill, but at the heart of crafting itself.
And those haggle results clash badly with player wealth and the systems in place there. The extremes of +/- 50% on expensive goods will break things. Even 10% is iffy for really expensive stuff.
I will submit to your wisdom that the penalty/benefit is too great for Critical Failure; and could use some refining. However, I do feel that the penalty/benefit must remain easy to calculate and not bog down the role-play mechanic of the game.
(REVISED)
- Add to "Untrained": Haggle (Activity) - Skill vs. Skill roll with opponent.
Critical Fail: Pay 20% more
Fail: Pay 10% more
Median: (5 pt +/- differencial): Pay given price
Success: Pay 10% less
Critical Success: Pay 20% less

Pudgekins |

If you think calling the skill used primarily to steal things "Thievery" is bad, did you know that the class whose job it is to use that skill was once called "Thief" instead of the more debonair "Rogue"?
Thievery is a broad term that can involve Stealth, Deception, Perception, etc...
Deftness specifically refers to the dexterity of ones hands.