Difference between revisions of "Farming (sage ability)"

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'''Farming''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Grasses & Grains (sage study)|Grasses & Grains]], imparting knowledge of the process of ploughing, weeding, tending and harvesting cereal crops, including barley, maize, millet, oats, rice, rye, wheat, hay, vetch, esparto grass and various other grains and types of forage. The character will have skill in using a scythe for cutting grain, a sickle, a flail, a winnowing basket, management of an ox, mule or draft horse for plowing, methods for driving off birds to limit seed consumption and using a rake for top soil.
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'''Farming''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Grasses & Grains (sage study)|Grasses & Grains]], imparting knowledge about the process of plowing, sowing, weeding, harvesting and winnowing staple crops, particularly grains and root vegetables, including barley, maize, millet, oats, rice, rye, wheat, potatoes, beets, vetch, esparto grass and clover for animals.
  
The typical yield for a European wheat farm tended by traditional but inexpert methods is 400 and 600 lbs. of grain per acre. This is a yield of 1:3, or three times the amount of seed planted. A character with farming experience will be able to increase this yield by 50%, thereby producing between 600 and 900 lbs. per acre. Like increases are possible with respect to other grains.
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The character is also adept in the use of a scythe to cut grain, a sickle, a flail for threshing and the management of oxen, mules or draft horses for plowing.  He or she has spent several years in the act of farming, so that it’s second-nature to ready the land for planting and to direct others in how to help.
  
If the character is not a cleric, he or she may choose scythe, sickle or flail as a [[Weapon Proficiencies|weapon proficiency]], regardless of class. If not chosen as a proficiency, the character's non-proficiency penalty will be reduced by 1 when using these tools as weapons.
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The typical yield for a European wheat farm historically, using inexpert methods, was between 400 and 600 lbs. of grain per acre, about three times the amount of seed planted.  A character with farming skill is able to increase this yield by 50%, thereby producing 600 to 900 lbs. per acre.  As a farmer, he or she can also recognise good land from bad, and knows which sort of seed is best in which types of soil.
  
Farming requires that the character work for three full days a week during the growing season, which will vary depending upon crop. Each week where this time is not spent will reduce the size of the crop by 15%.
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If the character so desires, he or she may choose a scythe, sickle or flail as a weapon proficiency, regardless of class.  The scythe causes 1-8 damage in traditional D&D; the otehrs cause 1-6.  If not chosen as a proficiency, the character’s non-proficiency penalty with any of these tools is bettered by 1 point.
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If the character wishes to start a farm, while leaving the day-to-day tasks to hirelings, the character need only give two days a week during the growing season, which varies depending on the crop. Each week where this time is not spent reduces the crop’s yield by 5 per cent — so, plainly, an adventuring character can miss a few weeks and still count on a good crop as a food supply.

Revision as of 22:27, 6 September 2022

Farming is an amateur-status sage ability in the study of Grasses & Grains, imparting knowledge about the process of plowing, sowing, weeding, harvesting and winnowing staple crops, particularly grains and root vegetables, including barley, maize, millet, oats, rice, rye, wheat, potatoes, beets, vetch, esparto grass and clover for animals.

The character is also adept in the use of a scythe to cut grain, a sickle, a flail for threshing and the management of oxen, mules or draft horses for plowing. He or she has spent several years in the act of farming, so that it’s second-nature to ready the land for planting and to direct others in how to help.

The typical yield for a European wheat farm historically, using inexpert methods, was between 400 and 600 lbs. of grain per acre, about three times the amount of seed planted. A character with farming skill is able to increase this yield by 50%, thereby producing 600 to 900 lbs. per acre. As a farmer, he or she can also recognise good land from bad, and knows which sort of seed is best in which types of soil.

If the character so desires, he or she may choose a scythe, sickle or flail as a weapon proficiency, regardless of class. The scythe causes 1-8 damage in traditional D&D; the otehrs cause 1-6. If not chosen as a proficiency, the character’s non-proficiency penalty with any of these tools is bettered by 1 point.

If the character wishes to start a farm, while leaving the day-to-day tasks to hirelings, the character need only give two days a week during the growing season, which varies depending on the crop. Each week where this time is not spent reduces the crop’s yield by 5 per cent — so, plainly, an adventuring character can miss a few weeks and still count on a good crop as a food supply.