craftsman and trapmaking

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
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earcaraxe
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Joined:Wed Aug 16, 2017 8:51 am
craftsman and trapmaking

Post by earcaraxe » Fri Mar 29, 2019 5:16 pm

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?

Tattered Rags
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Re: craftsman and trapmaking

Post by Tattered Rags » Fri Mar 29, 2019 5:51 pm

Very top of page 196 at the tail end of the Craftsman description says this.
Example craftsman skills include Blacksmith, Cooper (barrel maker), Mason, Tailor and Woodworker.
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.

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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Under the Stars

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Under the Stars Postmortem

Tattered Rags
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Re: craftsman and trapmaking

Post by Tattered Rags » Fri Mar 29, 2019 6:06 pm

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.
Adventure I'm running:
Under the Stars

Adventure GM post-mortem:
Under the Stars Postmortem

earcaraxe
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Re: craftsman and trapmaking

Post by earcaraxe » Fri Mar 29, 2019 6:24 pm

that was actually quite helpful to me, thanks!

Bonhumm
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Re: craftsman and trapmaking

Post by Bonhumm » Fri Mar 29, 2019 7:26 pm

I would personally also allow the use of Wilderness Survival to create, detect and disarm very basic traps like snares.

ChrisDDickey
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Re: craftsman and trapmaking

Post by ChrisDDickey » Sat Mar 30, 2019 6:08 am

Bonhumm wrote:
Fri Mar 29, 2019 7:26 pm
I would personally also allow the use of Wilderness Survival to create, detect and disarm very basic traps like snares.
I would agree for create and disarm, but not "detect".

graham
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Re: craftsman and trapmaking

Post by graham » Mon Apr 01, 2019 12:47 pm

ChrisDDickey wrote:
Sat Mar 30, 2019 6:08 am
Bonhumm wrote:
Fri Mar 29, 2019 7:26 pm
I would personally also allow the use of Wilderness Survival to create https://online-casinos-vip.com/, detect and disarm very basic traps like snares.
I would agree for create and disarm, but not "detect".
Great idea!

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