Iron_Chef said:
Perhaps something like this as a standardized synergy bonus system?
5 ranks in Profession (Fence) gives you a +2 synergy bonus to Appraise.
5 ranks in Profession (Smuggler) gives you a +2 synergy bonus to Bluff.
5 ranks in Profession (Slaver) gives you a +2 synergy bonus to Intimidate.
As an alternative to a flat bonus (which results in no benefit for intermediary steps), I'd consider using something akin to complementary skills in Hero. Here's how I'd do it in Conan/d20:
The PC Rogue is trying to deal with a Fence to get the most for his loot. This seems like a contested roll. I'd let each side first roll their Appraise skill at a flat DC to estimate the value of the items to the Fence. Then I would go with the contested roll of Diplomacy to see how favored the deal went to either party, but once the Rogue had rolled his #, I would have the Fence roll an additional roll for his Profession skill to see if it exceed the Rogue's # - if it did, I would add the amount it exceeded the Rogue's # by to the Fence's final Diplomacy roll that would be compared with the Rogue's roll.
Perhaps that example is a bit complex, being a contested roll though. Here's a simpler example.
The PC Rogue is trying to pick a lock, and has both Open Lock and Profession/Craft (whichever it is): Locksmith. Say the DC of the Lock to be picked is 20. I would have the Profession/Craft rolled for first, and to the extend it exceeded the target DC, that # would be added as a complementary bonus to the Open Lock skill roll attempt. For example:
PC Rogue:
- Profession/Craft: Locksmith, Rank 6
- Open Locks, Rank 4
- Trying to pick DC 20 lock
- First roll d20 for Locksmith skill, a 17 on the die, plus 6 Ranks, equals 23. This exceeds the lock DC by 3, so "3" is the complementary bonus to the Open Locks roll
- Second roll d20 for Open Locks skill, a 14 on the die, plus 4 Ranks, plus 3 complementary bonus, equals 21, which exceeds the target DC, and the lock is opened!
This way, whenever the Profession/Craft/Knowledge skill pertains to an activity the character is doing, they can use it to try to provide a complementary bonus to their skill, as well as use it for general knowledge rolls. Note, I would allow very broad uses for general knowledge-type rolls, but probably be fairly narrow for what it can be used for as a complementary skill, i.e., not allow someone to take Profession: Rogue, and use it to boost Climbing, Hide, Stealth, Open Lock, Disable Device, etc.! Rather, they would take Profession: Cutpurse, which would complement Sleight of Hand, or Profession: Cat Burglar which would complement Climbing and maybe Stealth, but limited to both in urban settings.