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<blockquote data-quote="WayneLigon" data-source="post: 3889544" data-attributes="member: 3649"><p>All the more reason for there to be some kind of adequate skill benchmark system. A blacksmith currently does need to be of a certain level to take an apprentice; typically a craftsman can't take an apprentice until he has acheived mastery in his craft. Journeymen do most of the real work most people see, but generally guild rules won't let you apprentice someone to yourself unless you're a master yourself.</p><p></p><p>About the only real skill benchmarking system I know of is in Mutants and Masterminds. There, 1-4 <em>ranks </em> is basic, 5-8 is a professional, 9-12 is an expert or master, and 13-15 is a true 'wizard'. Someone with 16+ is a legend. So, I'd say someone with 10 ranks is qualified to take an apprentice. That means 7th level Expert for the Master Blacksmith in the Big Town, since that's the earliest he can get 10 ranks - Skill focus and all that mean nothing since they just add to the bonus, not the number of <em>ranks</em>. You don't 'apprentice' kids to Old Fred the village horseshoe maker, not unless you want them to be scullions for the rest of their lives.</p><p></p><p>This means also that a Masterwork item will be a common occurance for a Master craftsman (roll 10 + 10 for the rank = the DC 20 you need for a Masterwork item). Alternately, just say that someone that doesn't have at least 9 ranks simply can't produce a masterwork item regardless of what they roll; they just don't understand the principles well enough.</p><p></p><p>Regretfully, there is no skill corrolary for using magic; you could use Spellcraft ranks to take care of that, which means the minimum wizard level to take an apprentice is 7th. That works out pretty good, I'd say.</p><p></p><p>Your kid who is stuck in a peasent village is just plain out of luck, as he should be. However, that's where Sorcerer really comes into it's own. That's what your herb witches and Good Grannys and dog wizards really are: people with natural talent but no formal education.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3889544, member: 3649"] All the more reason for there to be some kind of adequate skill benchmark system. A blacksmith currently does need to be of a certain level to take an apprentice; typically a craftsman can't take an apprentice until he has acheived mastery in his craft. Journeymen do most of the real work most people see, but generally guild rules won't let you apprentice someone to yourself unless you're a master yourself. About the only real skill benchmarking system I know of is in Mutants and Masterminds. There, 1-4 [I]ranks [/I] is basic, 5-8 is a professional, 9-12 is an expert or master, and 13-15 is a true 'wizard'. Someone with 16+ is a legend. So, I'd say someone with 10 ranks is qualified to take an apprentice. That means 7th level Expert for the Master Blacksmith in the Big Town, since that's the earliest he can get 10 ranks - Skill focus and all that mean nothing since they just add to the bonus, not the number of [I]ranks[/I]. You don't 'apprentice' kids to Old Fred the village horseshoe maker, not unless you want them to be scullions for the rest of their lives. This means also that a Masterwork item will be a common occurance for a Master craftsman (roll 10 + 10 for the rank = the DC 20 you need for a Masterwork item). Alternately, just say that someone that doesn't have at least 9 ranks simply can't produce a masterwork item regardless of what they roll; they just don't understand the principles well enough. Regretfully, there is no skill corrolary for using magic; you could use Spellcraft ranks to take care of that, which means the minimum wizard level to take an apprentice is 7th. That works out pretty good, I'd say. Your kid who is stuck in a peasent village is just plain out of luck, as he should be. However, that's where Sorcerer really comes into it's own. That's what your herb witches and Good Grannys and dog wizards really are: people with natural talent but no formal education. [/QUOTE]
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