Looting and Crafting

One of the biggest problems most guilds face is the issues surrounding looting and where does the money go. This is really the same for many organisations. This is a proposed structure to hopefully minimise any friction or misunderstandings regarding cash and goods found while adventuring.

Looting

Ultimately any decisions regarding loot and looting are the responsibility of the group leader. The group leader should advise group members in advance what they should expect for loot. My personal preference is for all green or better items to be rolled for on a NBG (need before greed) basis. What this means is that the person in the party who can best use the item should get it, and everyone else should pass on the roll. If more than one person can use it, then the individuals in question should decide who can make the most use out of it.

For BoA items (Bind on Acquire) which are typically found on boss monsters in instances, it's important not to roll for them if you can not or will not equip it. These are usually the best items to be found on any particular adventure, and really need careful consideration as to who should get them. The best way to ensure this is done is to switch looting to master looter prior to fighting a boss, and then having the group leader discuss how NBG looks with the party before the goodies fall. As ML (master looter) the group leader can then direct the item to the person the group decides needs it most, or who wins the toss, or whatever method was chosen.

Any problems regarding loot or looting should be directed to an officer or guild leader for resolution.

Crafting

Crafting is an enjoyable pastime for some, and is a good way to make items for yourself or your friends. However it is also a very time consuming and expensive proposition if you try to do it yourself. That is why we are going to use a master crafter structure, to try and attempt to have a few guild members attain the highest levels they can in any profession.

One person (i.e. player) will be the guild "master" for each profession. The other guild members will, as able, send them items that will allow them to level their skills faster (i.e. raw materials and recipes that drop as loot) and therefore, be able to produce or craft items to guild members as cost.

Q: Does this mean I can't have a manufacturing profession?

A: Of course not, but consider that if you are only crafting so you can make a particular item for yourself, you will get that item much sooner by supporting a master craftsperson and having them make that item for you.

Another point to ponder is that having two gathering professions, such as herbalism, skinning and mining, is very profitable. Gathered goods sold in the auction house are a great way for beginning characters to make gold. All gatherers are expected to give some (not all) of their foraged items to the guild master-crafter depending on the circumstances, and it is up to the individual gatherer to decide on what is a fair amount to send in support of the crafters. In addition, crafters can send the manufactured items to the gatherers in exchange for the raw materials, and the gatherer can use or sell the item in lieu of selling the raw goods.

As people specialise, we will also need additional master craftsmen, and therefore for each trade we will also need an apprentice who will work with the master to try and divide the work load. Remember that communication and fair trade is the key to making this work.

 

List of Master Crafters and apprentices

Alchemy: Talonnus (Volunteer wanted for taking over this trade)

Blacksmithing: Grind = Armorsmith; Carib = Weaponsmith

Enchanting: Topazik (Volunteer wanted to take over)

Engineering: Fuki or Bengael

Leatherworking: Isulbur (300) = Dragonscale; Joliemorfee (300) = Tribal;

or Shadewin = Elemental

Tailoring: Shari (300)

Contact Cyanosis if you are interested in any of the available positions.

Please check here often to see what your crafters are most in need of.

 

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