Nikolas of the Mists wrote:The number one thing that got removed in my eyes was what I like to call the Trade Skills - Craft, Perform and Profession. . . . Trade skills are a significant investment of time and learning. While your fighter is running around killing baddies for gold, the blacksmith or minstrel is making a living doing this single skill. That the few weeks between adventures that your fighter could hope to maintain an even footing with that same blacksmith always seemed ridiculous to me. While you may have been a blacksmith before you started adventuring, you simply can't keep up with the guy that does it for a living. I think this is one way that you could effective incorporate tradeskills into the game. If you want one of them that is useful you have to pay for it, either with a skill slot expenditure, or a Feat to get the extra skill slot.
The problem with these is two-fold.
1) Characters had to choose between being good out-of-combat and being useful in-combat. If they tried to do both they'd likely fail at both.
If characters were given more skills to possibly be spent in OOC skills min-maxers would just add them to combat and be even better, resulting in a rapid balance and power shift where monsters and DCs increase to compensate and the OOCers are still underpowered.
2) It does not work with the 4e skill system, where you can make a roll in any skill at 1/2 your level. Suddenly, every 25th level character is a master weaver, blacksmith and basket-maker.
As a source of income the skills were useless. They had to be balanced with the ideal income of NPCs and, as such, any treasure a PC might get from even the most unsuccessful adventure quickly passed the gold that could be received from months of hard labour.
The level 10 bard with maxed-out ranks in Perform and Skill Focus earns 3d6 gp/day. So, on average, they get 10-11gp each day. Otherwise known as 4% of the average treasure earned from a level 1 encounter. By going out and having a single encounter of their level that bard should earn over 570% as much gold.
The only way to really pull it off would be an additional, literally tacked-on mechanic. A secondary skill option.
However, the time spent crafting would easily equal time spent adventuring and buying equipment: PC1 spends two days crafting new arrows, meanwhile PC2 kills some goblins far below his level and buys some arrows. So, there's no real in-game or rule benefit to the skills. It'd just be fluff. "In his off hours my PC works as a blacksmith".
So, given it's just fluff, do you need rules for crafting? Isn't it just background character stuff?
Nikolas of the Mists wrote:Speak languages got changed in 4e, and not necessarily for the better. Languages have always been the weakest link in game systems. 4e's failing with languages is that they assume everyone speaks common, and their racial. After that you have to expend a Feat to learn additional languages, and you get three (3!) of them. In contrast to the 3.5 where everyone is a polyglot (yes I had issues with the languages system back then too), languages are simply too prohibitive and expensive. Worlds with a high diversity in languages and linguistics wouldn't work with that new system.
There's no good way to do languages. I've yet to see a good, solid reliable system for languages that wasn't either a lengthy, complicated system that made knowing more than three languages physically impossible or so simple everyone knows at least two (the standard 3e system).
I'm toying with some language sub-rules for 'Loft, just because there's so many human dialects. Because there's so many and no common tongue, it's easy to make intra-party communication difficult.
Nikolas of the Mists wrote:After those three areas of consideration, I really feel there are but four skills, all highly focused in nature, that got the axe -- Decipher Script, Ride, Use Magic Device, and Use Rope. Decipher Script and UMD were pretty interesting (rogues were my favourite class in 3.5, so I feel that loss more than some would), but were never handled well mechanically I felt. Ride became irrelevant -- anyone can ride a horse in 4e, it's the age of the horse, and if you want mounted combat you take a feat. Use Rope was always the weakest link in the skill system from 2nd Ed on, being so niche that I think I used it myself maybe 5 times in 15 years of gaming.
I can see why they dumped Decipher Script. Max ranks and by level 10 you should be able to read anything. And UMD is suddenly useless with the changes to magical items.
Ride and Use Rope were amalgamated into Acrobatics or Athletics. There's really no reason for them to be separate skills. But, as you said, Use Rope was a pretty pathetic skill, only really useful in throwing grappling hooks. A;l it ever did was slow down the game as people worried about the level 1 orc escaping from their knots.