Potential Professionals/Crafters Guild

General discussion of Guilds and/or Societies that doesn't fit into the other forums.
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Irylia
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Potential Professionals/Crafters Guild

Post by Irylia » Tue Oct 13, 2020 6:42 pm

Crafters/Professions Guild Proposal - This guild would encompass all "professional" skills. There will be some overlap. I would propose non-guild members cap out at 300 now instead of 400 so that only guild members can make "fine" quality and higher goods, though that may be an unpopular opinion since guild members could still make higher than fine quality goods anyway. I would also suggest that Trading in the library cap out low so that this guild can specialize in it. This proposal is based off current skills only, not taking into account that some may be wrapped into a general crafting skill or affinity system later. I also think it would be neat if this guild had access to a specialty market in their guild hall (kind of a permanent NPC merchant) with a rotation of goods available in limited quantity (either per person or not) and restricted based on sub-class. Obviously this is all just an initial idea and very much subject to change. Ideas are always welcome. I just wanted a starting off point to potentially get the ball rolling.

General Suggestions for Increased Skill Levels:
- Lower energy cost
- Higher quality items
- Fewer steps
- Reduced round time per step
- Access to higher tiers of abilities
- Access to specialty recipes

Sub-classes:

Artisans: These are fine craftsmen who focus their time mostly on detailed handiwork that requires a sometimes lighter, defter, or finessed touch, but don't necessarily want the finickiness that comes along with the chemistry of working with living subjects.
700: Lapidary, Leatherworking, Metalworking, Pottery, Tailoring, Weaving, Woodworking
600: Trading, Metallurgy, Mining, Skinning, Woodcutting, Masonry
500: Animal Husbandry, Construction
400: Cooking, Brewing, Herbalism, Farming, Linguistics

Laborers: Those who don't shirk from a hard day's honest labor. They may choose to supplement their main line of work with a craft using similar materials, but aren't necessarily dexterous or patient enough for finer crafts.
700: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting
600: Leatherworking, Metalworking, Woodworking
500: Trading, Pottery, Animal Husbandry, Farming, Skinning
400: Cooking, Brewing, Lapidary, Weaving, Tailoring, Herbalism

Tradesmen: Businessmen looking to make their mark by buying and selling rare finds from far off lands. Those who go this route may take up a craft to show they're more than just smooth talking entrepreneurs, but their main focus will always be in driving bargains and the art of haggling. They often wouldn't deign to work at any trade that will make them break a sweat. Appearance is everything!
700: Trading, Linguistics
600: Lapidary, Leatherworking, Pottery, Tailoring, Weaving, Woodworking
500: Animal Husbandry, Herbalism, Cooking, Brewing, Metalworking
400: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting, Farming

Agriculturalists: Those who work the land and raise and train animals for utilitarian, sporting, or other needs. Their area of expertise lies in growing crops and livestock to keep communities fed and supplied with the raw materials needed for crafts. They aren't afraid to get their hands dirty and will often supplement their income and efforts with a trade that helps them keep their farms running smoothly.
700: Animal Husbandry, Farming, Herbalism, Cooking, Brewing
600: Construction, Leatherworking, Metalworking, Skinning, Tailoring, Weaving, Woodworking
500: Metallurgy, Mining, Trading, Woodcutting
400: Lapidary, Pottery, Masonry


Abilities: Some of these might go under other guilds as well, but the majority would be exclusive to this one. Names are just for funsies.

General Abilities:
- Special Supply: Gain access to exclusive items useful to crafters, such as specialty material types and dyes from traveling merchants.
- Custom Order: In addition to a craftmark, you can now add simple modifiers to items.
- Seeds for Days: Access to seeds for common varieties of nuts, beans, legumes, herbs, spices.
- Animal Training: Tiered ability to train domestic animal species. The general level would only be the base level training. Other tiers would go to husbandry experts.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only. Advanced tiers might be locked to Agriculturalists.

Specific Abilities: (Some might be able to cross over between the sub-classes, but I just left them in their main areas for now).

Artisans:
- Devil In The Details: You really know your stuff, and it shows. You are now able to add more elaborate modifiers to your finished products.
- Designer Goods: The ability to submit custom string requests to GMs for approval on especially high quality finished products.
- Shiny: Access to exclusive recipes and cuts for jewelry items and gems. Random chance to discover gems or metals at the market that weren't necessarily sold by players.
- A Little Goes A Long Way: Passive chance to be able to get extra uses from an item before it's used up on recipes that already leave leftover material behind.

Laborers:
- Efficiency: Tiered ability. Cut down on the RT/steps/energy cost when doing things like felling trees, mining, building etc.
- Strong as an Ox: Passive boost to strength modifier.
- Rapid Recovery: Passive boost to energy regeneration while resting in a seated or prone position.
- Cardio: Passive boost to energy cap.
- Fuel Up: Because you consume extra food from all the hard work, you've gained a very good relationship with town cooks. ##% discount on all food items bought locally.

Tradesmen:
- Skilled Negotiator: Haggling is second nature to you. You can talk peddlers at the market up or down in price with ease. This passive ability allows the user to get both an increase to price when selling to market and a decrease to cost when buying from market. Does not work in shops.
- Smooth Operator: You've learned to bargain with the best of them. Passive ##% price cut in area shops.
- Door Number Two: Gain access to certain even more exclusive items useful to crafters when traveling merchants show up. Requires "Special Supply".
- I Understood That Reference: Tiered ability allowing Tradesmen to specialize in language and cultural skills so they can more easily obtain what they want regardless of what race or culture they're dealing with. Passive ##% price cut on special merchant shops depending on tier. This could also go to scholars and might work similar to some crafts that require either X or Y for a recipe. This would require either Linguistics or Trading (of much higher skill).

Agriculturalists:
- Rodents of Unusual Size: The ability to breed animals for specific traits such as extra production or certain mount stat modifiers.
- Exotic Species: The ability to purchase exotic animals.
- Animal Training: Tiered ability to train domestic animals. Level 1: Basic commands for pets. Level 2: Advanced commands for pets. Level 3: Horses.
- Beastmaster: Requires top tier Animal Training. The ability to train exotic species in combat, riding, guarding, or companionship.
- Miracle Grower: Ability to grow out-of-season crops through the use of various farming techniques.
- Red, Red Wine: Access to wine grapes crop type of the red and white variety as well as vineyard land addition.
- Grains Specialist: Access to additional grain seeds such as barley, oat, rye, millet.
- Tree Hugger: Access to fruit trees and orchard land addition.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only.
- Alchemist: (Might be shared with Physikers) Tiered ability allowing the crafting of various potions used for healing, poisons for weapons, fertilizers to make crops grow faster, increased energy regeneration, alertness etc.

nobody
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Re: Potential Professionals/Crafters Guild

Post by nobody » Wed Oct 14, 2020 7:20 am

A crafting ability I'd love to see is one that lets you take significantly more time (more steps) to get rerolls on the quality when fine (or better) is possible. I think that'd fit with your proposed artisan class.

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Irylia
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Re: Potential Professionals/Crafters Guild

Post by Irylia » Wed Oct 14, 2020 7:47 am

I love that idea. Being able to keep trying or take longer to get a better result would be awesome instead of potentially having to start over from scratch if you don't like the outcome. I can't tell you how many times when I first started crocheting IRL that I had to take out a few rows to fix a mistake before I could keep going so the final product would turn out better overall. Though it seems like the way crafting is set up currently the quality is guaranteed by skill level rather than a % chance of success. At least I have never failed to get "fine" quality at 400 and every step up in quality seemed to go by precise numbers and be consistent throughout. So maybe that would need to be tweaked first so that quality is a chance of success based on skill instead of 100% success based on skill.

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Rias
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Re: Potential Professionals/Crafters Guild

Post by Rias » Wed Oct 14, 2020 10:14 am

The biggest issue I had with a crafter guild was that I really didn't know how to break it up into classes or what really it would offer. This post has helped a ton with that, and I think I'm going to run with the general ideas here. Thank you! The crafting guild might actually become a reality now.

Regarding taking longer to produce quality items: My plan is to do pretty much that. You can crank out average-quality items at normal speed (or even quicker with the proposed abilities), while the higher qualities you have to specifically take extra time on the item. I was considering a flat wait time for items above Fine quality, so when someone orders a particularly high-quality piece it doesn't get made from start to finish in a few minutes, and possibly up to multiple days for the high-tier stuff. The crafter wouldn't be repeating steps that whole time mind, it'd just be kind a cooldown period of sorts where the crafter is just assumed to be doing work on the item when they have the chance.

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Irylia
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Re: Potential Professionals/Crafters Guild

Post by Irylia » Wed Oct 14, 2020 10:42 am

Very cool on the quality items bit. Looking forward to that coming in someday. Glad this is helping!

nobody
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Re: Potential Professionals/Crafters Guild

Post by nobody » Sat Feb 13, 2021 5:42 pm

Kaiju, game channel, Feb 2021 wrote:I'd still say it holds up. If a Scholar/Artisan wants to focus on dancing/acrobatics, why can't they take it.
The original context was about graceful dodge, but when I read that I thought... actually, I could imagine someone playing an artisan who focuses on entertaining for riln. I have no idea what abilities you would put in an Artisan guild Entertainer class that would make it more desirable than just going Adventurer/Bard instead, but thought it'd be a neat idea for an Artisan class.

Acarin
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Re: Potential Professionals/Crafters Guild

Post by Acarin » Wed Feb 17, 2021 11:36 am

nobody wrote:
Sat Feb 13, 2021 5:42 pm
The original context was about graceful dodge, but when I read that I thought... actually, I could imagine someone playing an artisan who focuses on entertaining for riln. I have no idea what abilities you would put in an Artisan guild Entertainer class that would make it more desirable than just going Adventurer/Bard instead, but thought it'd be a neat idea for an Artisan class.
I could see someone taking up bodybuilding and dance and saying stuff like "my body is my art." Maybe an exquisite modifier to the character description. Lots of bragging and egotism. First ability: Chiseled abs
Second ability: Humble brag

In all seriousness though, I could see entertaining being part of a "stylist/entertainer/playwrite" type class with abilities to also allow for minor character modifications to themselves and others... for example, hairstyle, eye color (with the right materials). Being a master of appearance and various performance skills... this would also uniquely place them for more interesting performances. While a bard could be more of the wandering performer type that tends to go solo... this class could focus on full blown plays and performances rather than just story telling... set design (construction), costumes (tailoring, weaving, leatherworking), hair and make-up... some linguistics as well for tailoring performances to other audiences.

I could see some people getting very into this and starting troupes (which others could join as well, of course)
You reach toward ((DEV Rias)) ... Pull(d225([1]x)):214 vs Mark(d1100):714 = -500 (-222%)
You notice ((DEV Rias)) glance your way, causing you to quickly withdraw your hand from his wool
drawstring pouch (open).
Roundtime: 5 seconds.

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