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campaign_systems_kingdombuilding:busorgs:manufacturingprogression

Manufacturing Progression

Note: All of these developments come with the staff described below.

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. They have Craft:Main +7 and can produce items up to DC:15 comfortably. That expert will have secondary skills in Prof:Merchant, Appraise and other business like skills.

The Mill, Small Boatyard and Leatherworker are examples of Craft Workshops that are ‘described’ in the rules. However, any craft (and some professions) can be used as a ‘flavour’. Examples might include - Smith, Baker, Carpenter, mason, Brewer, Bowyer, Basketry, Weaver, Butcher, Herbalist, Foundry … The list is almost endless.

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. This makes their Craft:Main +12 – and they can make Masterwork items easily by Taking Ten on the MW roll. If you upgrade a Craft Workshop to a Master Craftsman, the extra expenditure pays for the Expert to retrain a feat, get in MW tools and add the extra space for new assistants and supporters.

Both the Brewery and Large Boat Yard are examples of MW Workshops with enhanced manufacturing ability. Many of the earlier examples could be upgraded to make MW versions of things - although you might have to justify upgrading some of them :}

An Exotic Crafter's Workshop is run by the same expert as before, but they have employed an Adept (L3) who has taken the feat Craft Wondrous Item. So now the Master Crafter can make a ‘special’ item and the Adepts enchants it OR a crafter might have progressed to L5 and retrained for the Master Crafter and a Create Wondrous Item or Craft Magical Weapon or Armour feats :)

campaign_systems_kingdombuilding/busorgs/manufacturingprogression.txt · Last modified: 2023/07/04 11:56 by johnb