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       #Post#: 2887--------------------------------------------------
       New Campaign Rule Idea (Work in Progress) - Professions
       By: Okakouta Date: December 6, 2017, 12:16 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.
       =====================
       ====== 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*
       =====================
       ====== 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.
       ==================
       === Profit Calculation ===
       ==================
       Profitability_Rank( - (raw_material_quantity *
       raw_material_quality))
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