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« on: December 06, 2017, 12:16:25 am »
So one of the things that the DMG doesn't give a huge amount of guidance on anyway is crafting things. While certainly for adventuring the goal of crafting is creating exactly the magic item you wanted, but for the Cormyr campaign I think by adding some other more tangible benefits to the crafting system it should create a meaningful way for the player character to spend their time when not adventuring.
An initial list of professions I've come up with:
Writer - novelist, historian, arcanist, religious, playwright
Craftsman - See PHB page 154, or Xanathar's Guide
Musician - soloist, small group, orchestra
Actor
...and more...
While I don't have a good idea of a precise system some of the ways I could see this working are as follows:
Over the course of one 8 hour period you can work on your profession, once per day. During this time you have a chance to improve one aspect of your profession. The different aspects you can improve include:
Skill - overall ability to perform at your craft, increases quality of work long-term and allows the ability to create more intricate and potentially magical objects. Improving in your skill requires a dedication to trying new and/or experimental techniques, or expanding current knowledge.
Popularity - how well you as a tradesman are known and liked throughout the city. Based on your charisma, trade, background, race, and previous interactions, you may be more popular with certain demographics. Improving popularity could involve dedicating time to self-promotion through posters, visiting customers, or spending time in busy areas.
Profitability - ability to make money. By increasing your profitability, you're considering ways to potentially cut costs, decrease time needed to create, as well as bartering.
Masterworking - generalist skills as well as a bit of luck is needed for any successful craftsman. Increasing this skills improves your ability to teach apprentices as well as critical success range when crafting. While difficult to increase, completing masterworks will improve the ability to increase the other pillars.
These four pillars come together to form the basis for the crafting system and for each profession you have, you'll also have a rating in each category.
When you choose to work for 8 hours, you can select one of these categories to improve. In order to improve a skill, a roll of 51 + Rank Modifier on a d100 is required to gain a success. The roll of the d100 is meant to represent how successful you have been given your day of work, as well as in ways you may have been lucky/unlucky. Once you've achieved the required number of successes for a given rank, you'll gain be able to expand one of your crafting pillars. In order to advance between tiers 1->2, and 2->3, you should make sure that at least 3 of the 4 pillars are at their max rank for that tier.
On a roll of a 1, this particular session of work has been extremely unproductive - no roll for gold is made for the work. On a roll of 100 the session of work has been an extreme success and counts double towards the desired pillar. This is considered a critical success and adds a cumulative permanent +1 to all Masterworking rolls.
== Rank - Rank Modifier - Required Successes
--------------------------------------------- Tier 1
== Novice - 0 - 3
== Tenderfoot - 5 - 5
== Journeyman - 10 - 7
--------------------------------------------- Tier 2
== Tradesman - 20 - 9
== Master - 35 - 9
--------------------------------------------- Tier 3
== Grandmaster - 45 - 9
== Legend - 55 - ???
When making your d100 profession roll to see if you gain a success for one of the pillars, you should make sure to also add the relevant modifiers.
SKILL:
Quality of tools, facility, materials
Knowledge - Relevant fields of lore, intelligence and wisdom ability scores, quality of tutelage
Inherent Crafting Skill - Racial abilities, relevant ability score associated to craft, character background
POPULARITY:
General notoriety of the craftsman, as well as public image
Location of establishment
Quality and consistency of goods
Socio-economic factors - race, religion, class, background, nationality
Appearance and charisma
PROFITABILITY:
Raw material costs (merchant A vs merchant B prices for example)
Guild/tutor fees
Time needed to create
Time needed to sell
Upkeep costs (shop front, tool maintenance for example)
Bartering skills
MASTERWORKING:
Masterworking could be seen as a combination of raw talent, luck and perseverance.
It's mainly modified by the quality of your master and the quality of your students.
In addition to the pillar modifiers, for every failure result, you accumulate one Fail Stack. Each fail stack translates to a further + 1 bonus to your roll. In the case of the three pillars Skill, Popularity, and Profitability, there are likely a good number of ways you can improve your modifier more quickly than simply grinding fail stacks. However for the case of Masterworking, this is likely one of the only ways you can reliably increase your chance to improve, aside from getting lucky.
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====== Modifiers =========
=====================
In this section, the modifiers are designed to reward the players for making good decisions regarding and investing in their profession as well as do appropriate accounting for passive bonuses coming from background and ability scores.
Skill:
Tools, raw materials, and facilities all have 4 different qualities: standard, good, fine, excellent - granting +0,1,2,3 accordingly.
*Side Note : the more cerebral professions, such as writing or playmaking do not hinge nearly as much on this aspect. While these professions will miss out on bonuses in this category, such tradesmen can also rejoice that they do not need to invest in such things either - this can be reflected generally in how much gold a player spends as well as in the profitability of their business*
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====== Benefits: =========
=====================
While the exact benefits will vary between all of the professions, and is something we can hash-out in detail later, I wanted to give an idea of what kind of benefits I'm imaging granting for a given rank.
Skill:
The general idea is that by increasing your Skill, you open up options to create more intricate and complicated objects/stories/performances. This could be considered one of the defining features for tradesmen of different tiers. In Tier 1 your skill limits you to relatively simple items with a limited impact and of potentially questionable quality. Through trying to improve the quality of your goods and pushing your abilities, Tier 2 is where you're able to create goods of solid quality and consistency. These objects have greater impact either through their inherent value or those who use them. Tier 3 is where you skill is sufficient to create highly impactful goods which have a chance to forever change the setting in which they debut.
---------------- Tier 1
Novice - creating simple weapons
Tenderfoot - brewing simple salves
Journeyman - weaving a nice dress
---------------- Tier 2
Tradesman - ability to write compelling stories with considerable meaning
Master - Paint a significant event/person that will be remember for generations
---------------- Tier 3
Grandmaster - Perform a play which holds cultural significance for a nation
Legend -
Popularity:
The general idea is that by increasing popularity you increase your visibility to certain demographics (or potentially all of them). During Tier 1, you are largely required to perform self-promotion and may even seek out customers. Tier 2 is where you've reached critical mass and are known well enough such that those interested know of you. Once reaching Master rank, anyone who is anyone will at least have heard of you, if not own some of your products. Tier 3 your popularity likely outweighs supply as your product is known internationally.
---------------- Tier 1
Novice - Self promotion through fliers and word-of-mouth
Tenderfoot - Gain acceptance in a guild/society for your craft
Journeyman - Partake in exhibitions / public displays, negotiate sponsorships
---------------- Tier 2
Tradesman - Gain the ability to recruit students
Master - General public notoriety, your goods are requested at popular gatherings and by nobility/ruling class
---------------- Tier 3
Grandmaster - Personal invites from heads of state, possibility to train students to Tier 2, found own Guild/Society
Legend -
Profitability
The general idea is how efficiently you can earn money, as well as how conscious and educated you are in terms of business decisions. Tier 1 is essentially developing a profitable system such that you can continue your trade without it costing you too much money. At the lowest tier, you need to understand the basics of how much you're spending before you're even able to set prices, let alone attend the market. By Tier 2 you should be profitable enough such that you might consider opening a shop somewhere. Of course depending on your profit margins that shop might be in the lower district or right along the High Street. You should also be skilled and well-connected enough such that certain markets internationally might be interested in your goods. By Tier 3 your business almost runs itself, such that you can afford to open several different locations and continue to build a business empire.
---------------- Tier 1
Novice - Accountancy, bartering
Tenderfoot - Open trade stall in markets
Journeyman - Renegotiate Trade Deals, ability to export goods regionally
---------------- Tier 2
Tradesman - Open personal shop
Master - Ability to export goods internationally
---------------- Tier 3
Grandmaster - Multiple shops/franchising, buy-outs
Legend -
Masterworking
For each level of Masterworking you complete, you create an appropriate masterwork of that rank. A Novice masterwork would be something relatively simple - a dagger with the craftsman's name carved into it without compromising the quality. While the masterwork for a tradesman would be a potentially important revelation about a historical event now being used as a standard reference. Certainly by the time a craftsman reaches Tier 2, there is scope for the masterwork to be magical in some capacity.
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=== Profit Calculation ===
==================
Profitability_Rank( - (raw_material_quantity * raw_material_quality))