From a discussion at 1st Ed AD&D on FB, this was way back on January 1st, 2016 and I never got back to this draft to post it until now.
The actual discussion thread.
Who allows characters to actually use secondary skills?
If you do, how much do they add to the roleplaying experience?
If characters can make items of the quality of this very cool cup, do you allow them to have the potential to be enchanted?
Lastly, what magic would you have this cup hold?
My thoughts:
Decades ago, in my brother’s campaign, he had me roll percentile dice to determine the level of skill my new character had as a bowyer. I rolled 100. He ruled that with the proper tools and materials and time, that skill level could make bows with a non-magical hit bonus of +1, +2, or +3. This also meant that they were of a quality to be made into magical weapons. Not many adventurers have the time to devote to regular crafting, especially if they are magic users.
Of course, this character, a half-elf fighter/cleric/magic user does not have the intelligence to use 6th level spells, so he can’t enchant his own magic bow. However, he might be able to make a holy bow as a cleric…. Hmmmm….