12-13-2015, 10:23 AM | #11 |
Join Date: Aug 2004
Location: U.K.
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Re: [Basic] Skill of the week: Jeweler and Smith
Gem-injection sorcery is entirely the preserve of the Deathless, who are weird insane weakly-godlike posthuman NPCs. No PC in that setting (as written) would ever know a thing about it. And in any case, gem-injection sorcerers don't create jewellery for display; they pulverise and prepare gemstones for hypodermic injection.
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12-13-2015, 01:26 PM | #12 |
Join Date: Dec 2013
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Re: [Basic] Skill of the week: Jeweler and Smith
Professional skills is perhaps not the best comparison, since Professional Skill doesn't really try to encompass professions (c.f. Crewman), and I believe Kromm noted that it's more of a generic placeholder for "Average Skill" much in the way that Hobby Skill is a placeholder for any necessary easy skill, and Expert Skill is a placeholder for any necessary hard skill[1]. There's also basically no guarantee that Professional Skills default to one another. Specialties in GURPS are just skills, but they tend to be grouped under a single heading for convenience and similarity, which often implies defaults.
[1] Although rules-wise, Expert Skill doesn't actually work as a generic hard skill. |
12-13-2015, 01:59 PM | #13 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Skill of the week: Jeweler and Smith
Quote:
The first is skills that are about a broad field of expertise following the framework rules for Expert Skills. There's potential for lots of those. Then there's skills that GURPS simply doesn't have, for whatever reason, that are Hard because they require considerable training. That's where you add a new skill that doesn't follow the Expert Skill framework rules. |
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12-13-2015, 03:32 PM | #14 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: [Basic] Skill of the week: Jeweler and Smith
To make things more confusing, most of the skills used for making mail armour are a lot more closely related to jewellery than smithing.
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12-13-2015, 04:46 PM | #15 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Skill of the week: Jeweler and Smith
Sounds like a Craft skill would be a nice article forPyramid
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12-14-2015, 12:45 AM | #16 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Jeweler and Smith
As in lots of detailed finger work rather than full range arm motions? Those are the main differences between Jeweler and Smith in my mind.
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12-14-2015, 02:37 AM | #17 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic] Skill of the week: Jeweler and Smith
Quote:
Jewellery makes autmentation that don't designed to resist damage. Making iron wire ring that meant to handed the blow of a weapon and designed a silver chain designed to look pretty and maybe hold an amulet is technically similar but practically different to do. |
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12-14-2015, 09:42 AM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Jeweler and Smith
Quote:
By the technical definition, making delicate bronze or even lead objects would be Smith, and making big clunky silver objects would be Jeweler. Unless, I supposed, you were making a silver weapon, which would be Armoury. Armoury at TL1 defaults to Smith (Bronze) and at TL2-4 to Smith (Iron), so as a GM I would allow making a silver sword to default to Jeweler—perhaps with a bigger penalty as silver is not so well suited to making weapons.
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Tags |
basic, jeweler, skill of the week, smith |
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