Michebugio wrote:Theoretically, this is all very true. In practice... well, maybe it's just my group, but after the whole Tales from the Wilderland campaign, we almost NEVER rolled Craft, except for building barricades in The Crossings of Celduin.
My group are also doing TfW, mixed in with DoM (shh, no spoilers! I'm really enjoying being surprised), and did The Marsh Bell as our opening adventure. We're at slightly less than 40xp at the moment, so still pretty early on I suppose.
And, as mentioned, we've used Craft a lot. I'll go into some reasons why I think that might be below.
Michebugio wrote:Ok, maybe if we had a Hobbit or a Dwarf we could have seen it a bit more, to remove Shadow, but the general impression (mine and of my players) was that Craft is almost a dump ability.
Uh...Hobbits don't start with Craft. That said, I think this fact is rather key, and biasing you to some degree.
Because of how TOR is designed, only Travel, Awareness, and the Survival skills are really essential for a group. Almost any other single skill can be worked around...but that doesn't make those skills useless, just able to be worked around.
On the other hand, also because of the way TOR is designed, it really benefits players to find ways to use the skills they actually have. So...our group started with two Dwarves (one player dropped out and we're down to one now). Knowing that their characters were master craftsmen, those players (okay, mostly the one who stuck around...the guy who left wasn't big on non-combat stuff) looked for opportunities to use their Craft skills and came up with quite a few (every one of the examples in my first post got done with Craft at least once...most couldn't have been done otherwise for one reason or another).
Michebugio wrote:You can always do the stuff using Traits and Specialties (Smith-craft, Stone-craft, Woodwright and Burglary): every character has 2 of these, so an entire Fellowship can almost always do any artisanship-related task without even rolling.
Sure...but if you do that, you're investing in specialties that won't be used for Advancement points (at least somewhat), and are definitely investing them in compensating for the party lacking Craft.
And besides you need either a lot of players or everyone taking two Craft-related specialties to get everything. The group I'm in, our Dwarf has Smith-craft, our Elf Fire-making, our Hobbit Burglary, and my Beorning Cooking (which is...rather niche). That's it for Craft related specialties in the PC group (unless you count Leechcraft)...and is an average of only slightly less than 1 per PC (there are 5 of us). How does that selection of abilities help repair a boat or build a barricade? Answer: It basically doesn't. Could our Elf have taken Woodrwright? Sure...but then he wouldn't have Elf-Lore (which has been handy a time or three).
The Hobbit, Beorning, and Woodman cultures don't even include any Craft related specialties (other than Cooking and Tunneling...which are both cool for other things, but very niche as Craft replacements). That's half the corebook cultures who can't really help with this trick (well, beyond someone grabbing Burglary)...and one of the ones who can is Dwarves, who get a good rating in Craft for free.
So...basically, you need a lot of Bardings, Men of the Lake, and Elves to replace the Crafts skill entirely with specialties. And even then, you don't get Stone-craft (since only Dwarves get that), and don't get to spend those specialties on other stuff.
Michebugio wrote:Again, maybe it's just my group. It's quite surprising for me that you didn't have the same impression. Since stuff doesn't get broken in TOR, it doesn't need repair, so... what should players repair then? Broken bridges, boats, barricades? Yes but this occurs so rarely... While there are some other abilities that really matter and that are used so often (think about Stealth, Travel, Athletics), Craft seems to be used just for trivial and secondary tasks that never impact the game in a deep way.
There's been at least a couple of times per adventure it's come up. A raft got built, a boat repaired, a barricade constructed...that sort of thing. It's also been used as a knowledge skill a few times to analyze architecture or weapons to determine how well made/likely to break they are.
It being the skill to make a fire quickly (like, say, in the midst of combat) has been especially relevant and useful...setting a fire is really handy when you're right next to spider webs with an army of spiders coming over them at you (the Elf was Wounded, Weary, and back at camp for that one), and having multiple people preparing torches is rather nice when attacked by a Wood-wight...