Smuggler Archive

Thread: Uhm Artisan 0040, Business IV, for smuggler?

yimaz
Tue Mar 22, 2005 2:18 pm
#14

Im not a fan of business 4 as a smuggler requirement.


If a Smuggler wants Business/Art skills then by all means go for it but to make it required would be most uncool for the rest of us who want nothing to do with that skill set. There is no real reasona smuggler should have to gain those skills, again it's one thing to want them it's another to force people to have to have them. Oh and Han did not have business 4 he was a Pistoleer/Smuggler/Pilot....



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

TomoRainer
Tue Mar 22, 2005 2:48 pm
#15

Well, I feel exactly the same way about the Unarmed IV requirement--it's nothing I want any part of, nor did I even when I was a pistoleer, and I don't see why any smuggler should be forced to have them. Barfighting, sure, but it doesn't actually do anything for us by itself, and business skills are just as big a part of smuggling as fistfights. Heck, the richest and most powerful smugglers spend much more time in business than they spend smashing chairs over the heads of the guy next to them at the cantina.

That said, I do understand that TKA has become a part of many peoples' templates and identities, and unless there's a compelling reason to change our prereqs it would be unfair to a lot of us to do so. But if we were designing the profession from scratch, it makes more sense to me to go with Business than Unarmed, particularly when we already have a combat requirement in place.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


DRWolfe
Tue Mar 22, 2005 2:49 pm
#16



TomoRainer wrote:
And it makes just as much sense to represent those business skills (fast talking, charisma, the ability to sell) in our prereqs as it does to go with unarmed. The choice between them seems rather arbitrary to me.

Besides, if you want to take up TKA with Smuggler, take up TKA, you've got plenty of SP after smuggler.


Fast talking and charisma like Smugglers would use wouldn't be business, if you ask me. Smugglers don't have to fast talk people into buying things, they have to fast talk their way out of bad situations, or smooth talk their way past a checkpoint. Not much like business, I think.

Hmmm. Maybe the new Smuggler pre-req should be Pistol 4 and Novice Politician.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

DRWolfe
Tue Mar 22, 2005 2:51 pm
#17



TomoRainer wrote:
Well, I feel exactly the same way about the Unarmed IV requirement--it's nothing I want any part of, nor did I even when I was a pistoleer, and I don't see why any smuggler should be forced to have them. Barfighting, sure, but it doesn't actually do anything for us by itself, and business skills are just as big a part of smuggling as fistfights. Heck, the richest and most powerful smugglers spend much more time in business than they spend smashing chairs over the heads of the guy next to them at the cantina.

That said, I do understand that TKA has become a part of many peoples' templates and identities, and unless there's a compelling reason to change our prereqs it would be unfair to a lot of us to do so. But if we were designing the profession from scratch, it makes more sense to me to go with Business than Unarmed, particularly when we already have a combat requirement in place.


And what good will Business 4 be to a Smuggler in the future, when just about every Smuggler here is trying to get Spice and Sliced Weapons removed from vendors?



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Spec-Ops
Tue Mar 22, 2005 3:49 pm
#18

well.. you get a classy title to use.. just weara suit



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
DRWolfe
Wed Mar 23, 2005 1:45 am
#19



TomoRainer wrote:
A smooth business sense can keep you out of danger much more readily than a little brawling ability. Frankly, I've always thought Business should have been our prereq and not Unarmed, if only because it makes a lot more sense for us to be merchants than smuggling monks.

My opinion these days, however (as a smuggler/shipwright), may be a little biased.


I think you mean fast-talking, not business sense.

Imperial Trooper: Hey you, what are you carrying in that pack? *Searches* What's this? An illegal weapon and spice?
Smuggler:
1) Talk about the stock market...
2) "Hey, that's not mine! Who put that there?"
3) Fast-draw pistol (Opps! It's in the pack!), so beat the snot out of Stormtrooper, grab pack, and run...

#2 (or a much better variation) would be ok, but nothing beats a surprise pummeling in a pinch.

Like I said before. Smugglers are not merchants, nor regular businessmen. They get paid to transport illegal goods from one place to another, not to take inventory and run a shop. If you want to do that, take up Merchant, still plenty of SP after MSmuggler for that.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

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