I went through the London guilds and condensed out a number of viable skills. I'm steering away from magic at this point, I'll explain why at the bottom.
Tailoring
(Cloth, fur, leather, silk, velvet, dying, thread-making, hatting)
Viable split off crafting, fits the period, creates new products and production methods.
Alchemy/Chemistry
(Potions with non-human applications: Dye, Weapon poison, fertilizer, salting)
Viable extension to herblore that can generate consumable in game goods for skilling.
Artistry
(Heraldry, Painting, joinery, detailing, patternmaking)
Cosmetic skill, let the devs go nuts, thematic overrides to equipment and house
Inscription
(Accounting, layer, architect, engineer, surveyor, actuary, secretary)
Used to make derivatives on the grand exchange, facilitate item loans or upgrade the speed of basic tools such as knives or hammers) Each profession would have an application subset, like crafting. Could have to be a soft application of magic, spell tab/scroll making, teleport beacons etc.
Apothecary
(Applied healing outside food, sub application of potions)
Creates methods to heal yourself rapidly when out of combat, counteracts venoms, uses few items. Difficult to implement.
Goldsmithing
(Fine metal work; brassing, pewtering, wireworking)
Lesser split and expansion off crafting
Masonry
(Plastering, tiling, brickwork, paving, stonecutting, pottery)
Would require construction re-work, fewer uses in game.
No magic expansions please , only new spellbooks. Let me explain,
The 9 categories of magic in D&D stack really neatly into spellbooks:
- Lunar : Alteration, Abjuration, Transmutation
- Standard : Enchantment, (Abjuration, Transmutation)
- Arceuus : Necromancy, Invocation, conjuration
Divination and Illusion are two types which don't fit a spellbook. This is an opportunity for a new spellbook, not a new skill.
Tailoring
(Cloth, fur, leather, silk, velvet, dying, thread-making, hatting)
Viable split off crafting, fits the period, creates new products and production methods.
Alchemy/Chemistry
(Potions with non-human applications: Dye, Weapon poison, fertilizer, salting)
Viable extension to herblore that can generate consumable in game goods for skilling.
Artistry
(Heraldry, Painting, joinery, detailing, patternmaking)
Cosmetic skill, let the devs go nuts, thematic overrides to equipment and house
Inscription
(Accounting, layer, architect, engineer, surveyor, actuary, secretary)
Used to make derivatives on the grand exchange, facilitate item loans or upgrade the speed of basic tools such as knives or hammers) Each profession would have an application subset, like crafting. Could have to be a soft application of magic, spell tab/scroll making, teleport beacons etc.
Apothecary
(Applied healing outside food, sub application of potions)
Creates methods to heal yourself rapidly when out of combat, counteracts venoms, uses few items. Difficult to implement.
Goldsmithing
(Fine metal work; brassing, pewtering, wireworking)
Lesser split and expansion off crafting
Masonry
(Plastering, tiling, brickwork, paving, stonecutting, pottery)
Would require construction re-work, fewer uses in game.
No magic expansions please , only new spellbooks. Let me explain,
The 9 categories of magic in D&D stack really neatly into spellbooks:
- Lunar : Alteration, Abjuration, Transmutation
- Standard : Enchantment, (Abjuration, Transmutation)
- Arceuus : Necromancy, Invocation, conjuration
Divination and Illusion are two types which don't fit a spellbook. This is an opportunity for a new spellbook, not a new skill.
24-Jan-2023 23:39:12 - Last edited on 25-Jan-2023 00:13:10 by X Snowy