Adjusting Skills.json 3.3 KB

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  11. "markdown": "<title level=\"1\" right=\"Rules\">[Adjusting Skills](/Rules.aspx?ID=1928)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have [Grow](/Actions.aspx?ID=1905) use [Nature](/Skills.aspx?ID=10) instead of [Crafting](/Skills.aspx?ID=4). In worlds or settings where this ruling is in play, [inventors](/Classes.aspx?ID=19) are likely nonexistent, or at least rare, while [druids](/Classes.aspx?ID=6) serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between Crafting or Nature to craft items, since Nature has many other uses and thus can easily make Crafting obsolete by comparison. Instead, consider a hybrid version where players use Nature to Grow items and [Arcana](/Skills.aspx?ID=2) to craft items the normal way, cutting the Crafting skill entirely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
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  22. "release_date": "2023-02-22",
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  24. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Growing Items\r\n</additional-info>",
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  29. "Treasure Vault pg. 165"
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  32. "source_markdown": "<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>",
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  34. "text": " Adjusting Skills Source Treasure Vault pg. 165 1.1 In a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have Grow use Nature instead of Crafting. In worlds or settings where this ruling is in play, inventors are likely nonexistent, or at least rare, while druids serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between Crafting or Nature to craft items, since Nature has many other uses and thus can easily make Crafting obsolete by comparison. Instead, consider a hybrid version where players use Nature to Grow items and Arcana to craft items the normal way, cutting the Crafting skill entirely. ",
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