Shouldn't every career have tradecraft in their career?
Shouldn't every career have tradecraft in their career?
Yeah I see the way your thinking but, I can think of some that would not need it: soldier (has weapon skill), hunter (nature lore), agent (too broad to have just one), all the magic careers (already have invocation or spellcraft), engineer (dwarf engineering) etc... Perhaps the runesmith should come with tradecraft though. I had thoughts on creating a craftsman career path (apprentice, journeyman, master, artisan) that would be general to whatever craft the character wants to choose (smith, jeweler, brewer, etc...), but I'm not sure how interesting it would be to advance in, unless I came up with some cool crafting/item perks.
I think Tradecraft is meant to represent the trades though, specialized knowledge that takes years to accumulate. I wouldn't think that a ratcatcher or a commoner would really be steeped in the knowledge of carpentry or masonry or apothecary.
Being proficient in your career, and being proficient in making and running a business at it, are two completely different things. A PC could be a painter who knows how to paint, but that doesn't mean he knows how to run an art gallery to display his paintings.
I agree with the last post, but I don't want skill bloat. The current Tradecraft seems to both include Crafting skill and Business skill. The designers probably wanted to keep the number of skills limited and more useful. Probably along the lines that Ballistic skill includes Thrown Weapons, Crossbow, pulled Bows, and Firearms, all of which are very different things to master (I can shoot a rifle and hangun very well, but you don't want me to start throwing knives anywhere near you).
WFRP has lots that was done for playability and fun, not for realism.
I was perusing the web for related Tradecraft chat as we're just getting into WFRP3 over the past few months and enjoying the system quite a bit.
I'm thinking of home-ruling Tradecraft as described below Not saying it will work for everyone's thinking, but It seems to work ok in my head this way. If you care to post thoughts or point out anything etc.. please feel free ![]()
Without going into all the witherto's and Whyfors… i broke it down like this
I've reversed the roles of the die for this particular skill.
So, training tradecraft will give you a WHITE die in general knowledge and business situations, acumen etc.
Specializing in say Blacksmithing will now add a YELLOW die when dealing with matters that are particularly blacksmithing. Further... adding addtional specializations under a specialization that you've already acquired is possible and will add additional WHITE die.
Examples
- Trained in Tradecraft = white die when trying to understand basics and advanced tradecraft concepts or checks
- Trained in Tradecraft & Specialized in Blacksmithing = White die & Yellow Die when dealing with concepts and checks dealing with blacksmithing specifically. This will allow you to begin crafting.
- Trained in Tradecraft & Specialized in Blacksmithing x 2 = White die & Yellow Die & White Die
- Further specialization in Blacksmithing will yield additional white die.
I dont think every career should have Tradescraft (the knowedge of business), but some careers could have some form of limited (crafting) in the form of making arrows, craft a trap. Maybe a specialization in a related skill.
Tradecraft is a collection of skills related to professional dedication and learning of an applied trade. General training covers evaluation and understanding of the basics of trade as a business and component of Empire life.
Specialisation introduces focus on one particular type of trade or livelihood. The characteristic used depends on the demands of the trade, as determined by the GM.
Tradecraft is too broad. It needs to be limited. A highly skilled Blacksmith isnt going to be a highly skilled carpenter.
In the rules it says it a collection of skills, maybe your meant to buy one tradecraft per skills. eg Tradecraft (Blacksmith) and can specialise in it. INT for the evaulation of it, str for the crafting. As per GM.
Or maybe only after you have gotten the specialzation, are you able to craft.
From rereading the skill, it doesnt seem to suggest you can craft when you get the skill, seems you get business sense. I am sure in the Dwarf book, it talks of how to use tradecraft to craft items.
If going for a tradecraft career the below skills also be valid.
Charm has haggling
Intuition has Estimate Sums and Evaluation
I am unsure how, if you have to evaluate something, would you combine Intution speciazation evaluate, and the Tradecraft skill evaluate?
I am going for the skill = general business sense. Speciazation = able to craft items in this specization.
I don't see it. Tradecraft is a strange one. I won't allow the general application. If you want tradecraft you have to specialize and if you want another specialization you actually have to buy a new skill.
Most careers don't need it like soldier, slayer, priest, wizard, rat catcher.
I don't see it. Tradecraft is a strange one. I won't allow the general application. If you want tradecraft you have to specialize and if you want another specialization you actually have to buy a new skill.
Most careers don't need it like soldier, slayer, priest, wizard, rat catcher.
Since very few careers actually have tradecraft I just wish they had made a section on applicable uses - such as potential for moneytary gain or whatnot you can use it for ... or atleast some general guidelines ...
I don't see it. Tradecraft is a strange one. I won't allow the general application. If you want tradecraft you have to specialize and if you want another specialization you actually have to buy a new skill.
Most careers don't need it like soldier, slayer, priest, wizard, rat catcher.
Since very few careers actually have tradecraft I just wish they had made a section on applicable uses - such as potential for moneytary gain or whatnot you can use it for ... or atleast some general guidelines ...
Unless it's a theme of the campaign I don't see the need. I'd rather just wing it than have some system written in stone. Mostly tradecraft is a specialized knowledge skill and allows you to repair and create stuff relevant to whatever task you're trying to accomplish. Monetary gain is not an issue in WFRP - but making the economy work, so players actually have to spend money is.Item damage and breakage is one money sink, food and lodging is another. Also medical aid and critical wounds is another area that creates a need for spending money. Those are the important issues - getting money is not.
There is a general guideline for monetary gain for trades in the book, listing the average pay of some professions. Unless a character creates his own workshop, which would require quite an investment, he could work for a salary somewhere. This however would tie him down to the work and would not be practical.
I think it should just be judged on a per career basis. At character creation a player has the option to invest in tradecraft if relevant. If it's picked up later it's mostly a general knowledge skill and to create minor things and repairs.
Edited by Gallows