1) Is the "Craftsman" skill more of a skill-bundle like the "Knowledge" skills? So one has to choose a narrow focus for it, say, "Craftsman (Cooper)"? It seems ambiguous for me in th rulebook. My grandfather could repair nearly everything around the house. What skills would have been best describing him as an ED character? Multiple, lowlevel "craftsman(x)"-s or one big "craftsman 5"?
2) Are there any rules regarding trapmaking? I havent found any in the rulebooks. Perhaps "craftsman (trapmaking)"? Is being a thief enough for having the know-how?
craftsman and trapmaking
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Re: craftsman and trapmaking
Very top of page 196 at the tail end of the Craftsman description says this.
That said, Weaponsmith Craftsman Talent can do it all (with karma, to boot!).
edit: Just realized you already knew this all. Regardless, that's how I plan to run it.
Implication is that you pick up each one separately. I'd argue for a general "Craftsman" skill stating that you can only attempt basic checks with it. Exotic items are the purview of specialists. I might also step up the difficulty like how general knowledge skills are used.Example craftsman skills include Blacksmith, Cooper (barrel maker), Mason, Tailor and Woodworker.
That said, Weaponsmith Craftsman Talent can do it all (with karma, to boot!).
edit: Just realized you already knew this all. Regardless, that's how I plan to run it.
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Re: craftsman and trapmaking
Regarding trapmaking, I would say the required skill is Disarm Trap. Knowing how to make them implies taking them apart.
I'm not sure how I feel about the skill vs. the talent here. While the talent specifically talks about divination magic to help with disarming them, I don't think the stretch that a person using the skill actually knows how they're put together so that he or she can dismantle them is too big.
I'm not sure how I feel about the skill vs. the talent here. While the talent specifically talks about divination magic to help with disarming them, I don't think the stretch that a person using the skill actually knows how they're put together so that he or she can dismantle them is too big.
Re: craftsman and trapmaking
that was actually quite helpful to me, thanks!
Re: craftsman and trapmaking
I would personally also allow the use of Wilderness Survival to create, detect and disarm very basic traps like snares.
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Re: craftsman and trapmaking
Great idea!ChrisDDickey wrote: ↑Sat Mar 30, 2019 6:08 amI would agree for create and disarm, but not "detect".Bonhumm wrote: ↑Fri Mar 29, 2019 7:26 pmI would personally also allow the use of Wilderness Survival to create https://online-casinos-vip.com/, detect and disarm very basic traps like snares.