So, not all characters are really suited for working in a store.
I was curious about the concept involving these 'laymen' style jobs. While I know there is a class that covers this 'type' not everyone wants to take that class. However, having a skill/job/trade is beneficial to players as well as the economy and activity of role-play in Nanthalion.
I was uncertain however, how one would go about this process?
I've played some simple gaming systems, and so long ago I cannot remember, I had helped in the development of a simple system of 3 - 10die system.
So bear with me on this... Would it be viable to have a character at least spend some time hunting, skinning, chopping wood, etc... for role-play affect (and making themselves available for new role-play by actively working) - and then to have a die roll to indicate the 'quality' and 'quantity' of work accomplished from their RP?
After all, I would play a weaver, but I know jack about actually weaving, dying fabric and sewing. However, I can rp to the best of my knowledge, and still 'produce' a viable material for trade.
Then, with the die roll indicating the quality + quantity, the player then can trade for mehrials their materials to the local shops - Weavers to the Naked Bird, Hunters/skinners/tanners/miners to the General Store/Might Makes Right, Gold/silversmiths/lapidaries to the General Store/MMR/BA, Herbal/Gathering - Apothecary
Therefor not needing to 'work' as an employee of a shop, but still working and providing something to the game to establish a sense of community and involvement.
Now, I'm still a little foggy on how the 'skills' you take at level work entirely, but I would imagine you could use a formula such as Character Level + the skill level = die roll amount.
Now, admittedly, this is where it gets a little gooey - there is no level cap, however there are 'skill' caps aka Chymaera is a Master Body Artist (I'm not sure if this has changed). So that took 5 levels to acquire. So how do you decide what is actually a masterful success, a mediocre success, or a waste that needs to be thrown away?
As a general base, there is a difficulty modifier. (Disclaimer, I'm using a die system I'm familiar with as an example, not as a literal expectation of change) Such as the following:
Chymaera is Level 8 - Her Tattoo Skill Level is 5. Difficulty Modifier starts at 9 and is subtracted by -1 for each level you have in the skill/trade you are performing. 9 - 5 = 4
Out of the 8 - 10 sided die, she rolls 6 successes aka 4 or greater.
**Success can be decided by the number of successes.
More than half the die pool in successes = Masterful Quality Material/Work
Exactly Half (rounded up for odd numbers) = Moderate Quality Material/Work
Less than Half = Poor Quality Material/Work
Now all this can be logged and saved as rolls are performed in OOC by Desdaemona. An extra security.
Each Quality Level can be given a 'mehrial' amount indicitive of the materials. Obviously hides will be worth something different than gold, iron or gem stones.
Also, this allows players to work between each other. You're a hunter and a tanner, but not a leatherworker. Well, you can trade your goods to another leatherworker (based on quality of materials) and he can then create quality materials.
The Quality of the materials can give the Leatherworker, Lapidary, Gold/silver/blacksmith a modifier bonus to creating their item (obviously if they are using Pristine Quality materials, their work has a higher chance of being more well made and hence being more valuable to the general public. (Though if you're a starting blacksmith, I'd advise using poor quality items to practice till you're better >_> hehe)
Anyways, Imperfect idea, but an idea. Any thoughts?