campaign_systems_kingdombuilding:busorgs:manufacturing
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+ | ====== Manufacturing Properties ====== | ||
+ | ===== Overview ===== | ||
+ | |||
+ | These developments are Bread and Butter of production - They take Raw Materials to produce something different. | ||
+ | |||
+ | Note: All of these developments come with the staff to make the items listed. | ||
+ | |||
+ | ===== Basics ===== | ||
+ | |||
+ | **A Normal Craft-Workshop** is generally run by an Expert-3, whose main skill is in whatever craft (or profession) is designated as the main skill for the workshop. | ||
+ | |||
+ | The Mill, Small Boatyard and Leatherworker are examples of Craft Workshops that are ‘described’ in the rules. | ||
+ | |||
+ | **A Master Crafter’s workshop** is still run by an Expert-3 – but one who has Skill Focus in their main skill and a set of masterwork tools. | ||
+ | |||
+ | Both the Brewery and Large Boat Yard are examples of MW Workshops with enhanced manufacturing ability. | ||
+ | |||
+ | **An Exotic Crafter' | ||
+ | |||
+ | ++++ Flavouring Craft Workshops| | ||
+ | Craft workshop examples – This is just a list of medieval & D&D craft occupations, | ||
+ | |||
+ | * Potter - makes clay pots, plates jugs | ||
+ | * Cooper – makes barrels | ||
+ | * Rope walk – makes rope | ||
+ | * Weaver - makes cloth | ||
+ | * Sail Maker – makes sails (small vessels) (MW makes sails for large vessels) | ||
+ | * Wainwright – makes carts and wagons | ||
+ | * Tailor - (makes clothes) (MW for anything that cost more than 10gp) | ||
+ | * Blacksmith – works with iron and steel for general use (nails, pots, pans, tools ploughs etc) can make some very simple weapons | ||
+ | * Whitesmith – works with silver, copper and Pewter (cutlery, plates, small statues) | ||
+ | * Bell Foundry – makes bells, etc | ||
+ | * Stone Yard – building stone, slates, headstones, statues etc (MW for anything fancy) | ||
+ | * Carpenter – Wooden cups, plates, furniture | ||
+ | * Baker – Breads and simple cakes ((MW for anything fancy) | ||
+ | * Slaughter house – Kills stock animals and prepares carcasses | ||
+ | * Butcher - Takes carcasses and prepares & cuts them for Kitchen use. | ||
+ | * Candle Maker – | ||
+ | * Cobbler – makes shoes and boots (MW for anything fancy) | ||
+ | * Wheelwright – specialises in making wheels | ||
+ | * Spinner – takes raw materials and produces yarn for weavers | ||
+ | * Tanner - takes skins and turns them into leather / furs | ||
+ | * Leather worker – turns leather into nice and useful things (Scabbards, belts, harness etc) (MW for anything fancy) | ||
+ | * Herbalist (Apothecary) – makes herbal remedies | ||
+ | * Alchemist – makes ‘concoctions’. | ||
+ | * Shipwright (see boatyards) | ||
+ | * Lock smith. | ||
+ | * Brewer | ||
+ | * Armourer | ||
+ | * Bowyer | ||
+ | * Weapon smith | ||
+ | * Jeweller | ||
+ | * Gem Cutter | ||
+ | * Glass Maker | ||
+ | * Stained Glass artist | ||
+ | * Chandler (Making things for boats) | ||
+ | * | ||
+ | |||
+ | ++++ | ||
+ | |||
+ | |||
+ | ===== Buildings ===== | ||
+ | |||
+ | ^Manufacturing Developments||||||||| | ||
+ | ^Classification^Name^Cost^Spec^Econ^Loy^Stab^Def^Notes| | ||
+ | |Manufacturing|Craft Workshop|1|0|1|0|0|0| | ||
+ | |- Example|- Boat Yard|1|0|1|0|0|0|Can make water-borne [[pathfinder: | ||
+ | |- Example|- Mill|1|0|1|0|0|0| | ||
+ | |- Example|- Tannery|1|0|1|0|0|0| | ||
+ | |Manufacturing|Master Craftsman {M} (★★★)|2.5|0|2|0|0|0| | ||
+ | |- Example|- Brewery{M} (★★★)|2.5|0|2|0|0|0|[[campaign_systems_kingdombuilding: | ||
+ | |- Example|- Large Boat Yard {M} (★★★)|2.5|0|2|0|0|0|Can make water-borne [[pathfinder: | ||
+ | |Manufacturing|Exotic Artisan {M} (★★★)|3.5|1|2|0|0|0| | ||
+ | |- Example|- Alchemist {M} (★★★)|3.5|1|2|0|0|0| | ||
+ | |- Example|- Herbalist {M} (★★★)|3.5|1|2|0|0|0| | ||
+ | |||
+ | |||
+ | ===== Description ===== | ||
+ | |||
+ | * **Craft Workshop** - Craft Workshop is a catchall name for a place where raw materials are turned into finished products. | ||
+ | * **boatyard** - can make water-borne [[pathfinder: | ||
+ | * **Tannery** – turns skins into leather or fur - but you still need a tailor, leather worker or armourer to use the material produced. | ||
+ | * **Mill** – turns Corn into flour, cuts wood into planks – etc. But you still need a craft workshop to produce anything from the planks. | ||
+ | * **Glass Maker** - Standard Workshops make can make poor quality glass that can only be used to make unsophisticated items. | ||
+ | |||
+ | * **Master Craftsman** – Master Crafter is a catch-all name for a place where raw materials are turned into high quality finished products. | ||
+ | * **Brewery** – Brewery is a catch-all name for a building that makes named alcoholic beverages. | ||
+ | * **Large boatyard** - can make river and lake vessels up to 60 feet long. It can make all the smaller vessels a boatyard can make, but cannot make carvel or sea-going vessels. | ||
+ | * **MW Glassmakers** can produce a better-quality glass, capable of making more sophisticated artwork and windows. Household items and artwork take on a finer form, the glass is clearer and may be ‘stained’ with a few different colours. | ||
+ | * **Exotic Artisan** - Shop, Workshop and Residence for some sort of exotic artisan. It could be a glassmaker, firework maker jeweller or tinker who can produce master-work and small magical items. | ||
+ | * **Alchemist** - An Alchemist’s Shop, Workshop and Residence. | ||
+ | * **Herbalist** - An herbalist’s Shop, Workshop and Residence. | ||
+ | * **Exotic Glassmakers** produce fine glass, that is used in the best quality tableware and art work, and can be produced in a much wider colour range. | ||
+ | | ||
+ | ===== Crafting levels ===== | ||
+ | |||
+ | For descriptions of crafting level see www.d20pfsrd.com/ | ||
+ | |||
+ | **No Specialist Facilities** - This is the standard of crafting available in most rural and urban settings. You can generally find people with Craft(Xxx) +1 or +2 around who can make and work with items that could be classed as Typical, Routine, Common, Simple or Average (up to DC12). | ||
+ | |||
+ | **Craft Workshops** – When you build a workshop you must designate which craft it is suited for - Blacksmith, Leather Worker, Carpenter, Basket Maker and such like. The workshop becomes a hub for craftsmen in that field and there will be at least one crafter with a skill of +7 and capable of making higher quality (DC17) items. | ||
+ | |||
+ | Once you have five different craft workshops (or their equivalent) in your town you find that other similar quality workshops starting up around town. Then “// | ||
+ | |||
+ | **Master Craftsman** are designated with the {M} symbol and are capable of making master-work items to order. | ||
+ | |||
+ | Once you have five different Master-crafters (or their equivalent) in your town This becomes the baseline, and you find that other similar quality workshops spring up, and “Masterwork” items of all sorts become readily available in your town. | ||
+ | |||
+ | ===== Notes ===== | ||
+ | |||
+ | See [[residential# | ||
+ | |||
+ | {M} means the manufacturer is capable of creating master-work items - Which is often needed if you intend to enchant an item :) |