Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Craft and Profession skills and Medieval Guild Apprenticeships
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rethalgamon" data-source="post: 6140142" data-attributes="member: 80440"><p>I'm working on a homebrew setting for d20 based on 8th-11th century Near East, and I'm working on incorporating guilds into the setting and rules system. I know that in the past, especially in the Medieval era, guilds were a big thing, very powerful and very secretive; most non-guild craftsmen didn't have the resources or abilities of the affiliated apprentices, journeymen, or masters, or, if they did (by working in an area outside of guild interest/control), weren't able to operate on a large scale or in a large area without the guild taking both notice and fees.</p><p> </p><p>I've decided to represent this several rules, but I'm worried that they are too strict, and the craftsman PC as a concept basically falls apart at one of them (the Apprenticeship feat.)</p><p></p><p>1. Unless you have taken the "Apprenticed" background feat*, you may only place up to 2 ranks in any one Craft or Profession skill. The reasoning is that, without further in-depth instruction by either a guildmaster or an experienced artisan (i.e., an apprenticeship), you would not have access to the information that would allow you to expand your skills.</p><p>2. Guilded craftsmen belong to a guild (!), must pay guild dues, are bound to guild trade laws, and are able to practice their profession within cities.</p><p>3. Non-guilded craftsmen, called "Artisans", do not belong to a guild, and thus do not have to pay guild dues or be bound by guild trade law, but they may not practice their profession within cities controlled by the guild of their craft or profession.</p><p>4. If a character wishes to pursue a craft, that is, put more than 2 ranks in a single Craft skill or Profession skill, he must take the "Apprenticeship" feat, detailed below. Note that the player would be essentially retiring their character for a span of in-game years as indicated by the chosen mentor, as apprenticing to a craftsman is a full-time commitment that doesn't allow for such adventuring nonsense. After that point, he is free to practice his craft wherever. It is advised that players who wish to play craftsmen characters cover their apprenticeships with the "Apprenticeship" background feat, and start the game as Journeymen.</p><p>5. The Apprenticeship feat itself (this is where things get difficult.):</p><p></p><p></p><p>I know this seems overly complicated and obtuse, possibly unbalanced even, but I can't figure out any other way to get at the "you need someone to teach you a craft and that information wasn't cheap, easy to come by, or quick to learn" and "guild were powerful and controlling economic entities" aspects of medieval life. What do you guys think? Am I overthinking it? Should I just ignore the entity of guilds, or restrict Craft and Profession skills to those characters with the Apprenticed background feat? Doing that, I believe, wouldn't allow a character with both the time and money for apprenticeship fees to learn a skill, for absolutely no good reason. I'm stuck. </p><p></p><p>*Characters get both a feat and a background feat at level one.</p></blockquote><p></p>
[QUOTE="Rethalgamon, post: 6140142, member: 80440"] I'm working on a homebrew setting for d20 based on 8th-11th century Near East, and I'm working on incorporating guilds into the setting and rules system. I know that in the past, especially in the Medieval era, guilds were a big thing, very powerful and very secretive; most non-guild craftsmen didn't have the resources or abilities of the affiliated apprentices, journeymen, or masters, or, if they did (by working in an area outside of guild interest/control), weren't able to operate on a large scale or in a large area without the guild taking both notice and fees. I've decided to represent this several rules, but I'm worried that they are too strict, and the craftsman PC as a concept basically falls apart at one of them (the Apprenticeship feat.) 1. Unless you have taken the "Apprenticed" background feat*, you may only place up to 2 ranks in any one Craft or Profession skill. The reasoning is that, without further in-depth instruction by either a guildmaster or an experienced artisan (i.e., an apprenticeship), you would not have access to the information that would allow you to expand your skills. 2. Guilded craftsmen belong to a guild (!), must pay guild dues, are bound to guild trade laws, and are able to practice their profession within cities. 3. Non-guilded craftsmen, called "Artisans", do not belong to a guild, and thus do not have to pay guild dues or be bound by guild trade law, but they may not practice their profession within cities controlled by the guild of their craft or profession. 4. If a character wishes to pursue a craft, that is, put more than 2 ranks in a single Craft skill or Profession skill, he must take the "Apprenticeship" feat, detailed below. Note that the player would be essentially retiring their character for a span of in-game years as indicated by the chosen mentor, as apprenticing to a craftsman is a full-time commitment that doesn't allow for such adventuring nonsense. After that point, he is free to practice his craft wherever. It is advised that players who wish to play craftsmen characters cover their apprenticeships with the "Apprenticeship" background feat, and start the game as Journeymen. 5. The Apprenticeship feat itself (this is where things get difficult.): I know this seems overly complicated and obtuse, possibly unbalanced even, but I can't figure out any other way to get at the "you need someone to teach you a craft and that information wasn't cheap, easy to come by, or quick to learn" and "guild were powerful and controlling economic entities" aspects of medieval life. What do you guys think? Am I overthinking it? Should I just ignore the entity of guilds, or restrict Craft and Profession skills to those characters with the Apprenticed background feat? Doing that, I believe, wouldn't allow a character with both the time and money for apprenticeship fees to learn a skill, for absolutely no good reason. I'm stuck. *Characters get both a feat and a background feat at level one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Craft and Profession skills and Medieval Guild Apprenticeships
Top