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<blockquote data-quote="Greenfield" data-source="post: 5516060" data-attributes="member: 6669384"><p>Consider the real world situation of a man who runs a restaurant, but isn't a cook.</p><p></p><p>Or the merchant who owns many ships, yet isn't a sailor.</p><p></p><p>A business person with the right knowledge and connections might do well in a business, even if he has to hire others to do all the craft work. I've known and worked for more than a few people like that.</p><p></p><p>In the real world, middle ages, the wife of a master craftsman might well inherit his business even though she has never practiced his trade. She was simply the one who kept the books, took care of the apprentices, and handled stock and inventory. She would keep Journeymen in her employ to handle the labor, and life would go on. This wasn't at all unheard of.</p><p></p><p>Now, can you take various knowledge and craft skills to build this package, a piece at a time? If we ignore the guild member requirements, yes. Not exactly an efficient use of skills, but yes.</p><p></p><p>The reason I took this approach is because there was very little reason or function for the Profession skill otherwise. </p><p></p><p>In practice, it works fairly well. To sell things at full market price requires that the item sit in a store or shop for a while until the right buyer comes along. Adventurers seldom want to sit and tend a shop to sell off their loot, so they sell it to a licensed Guild member who runs such a shop, and he pays them what it would cost him to get it from any other source, be it his own workers or his own hand. (1/3 cost is materials, 1/6th is for labor, 1/2 is profit.)</p><p></p><p>So in that sense, yes, the Profession skill is really a skill for mundane, non-adventurer types who have the time to build and maintain a business. At least that's how I see it, and how it plays out in the games I participate in.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5516060, member: 6669384"] Consider the real world situation of a man who runs a restaurant, but isn't a cook. Or the merchant who owns many ships, yet isn't a sailor. A business person with the right knowledge and connections might do well in a business, even if he has to hire others to do all the craft work. I've known and worked for more than a few people like that. In the real world, middle ages, the wife of a master craftsman might well inherit his business even though she has never practiced his trade. She was simply the one who kept the books, took care of the apprentices, and handled stock and inventory. She would keep Journeymen in her employ to handle the labor, and life would go on. This wasn't at all unheard of. Now, can you take various knowledge and craft skills to build this package, a piece at a time? If we ignore the guild member requirements, yes. Not exactly an efficient use of skills, but yes. The reason I took this approach is because there was very little reason or function for the Profession skill otherwise. In practice, it works fairly well. To sell things at full market price requires that the item sit in a store or shop for a while until the right buyer comes along. Adventurers seldom want to sit and tend a shop to sell off their loot, so they sell it to a licensed Guild member who runs such a shop, and he pays them what it would cost him to get it from any other source, be it his own workers or his own hand. (1/3 cost is materials, 1/6th is for labor, 1/2 is profit.) So in that sense, yes, the Profession skill is really a skill for mundane, non-adventurer types who have the time to build and maintain a business. At least that's how I see it, and how it plays out in the games I participate in. [/QUOTE]
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