painandgreed
First Post
FWE 11
5 GP isn’t that much to overcome if you can get some work. Even at –2 for no tools, and untrained craftsman could make 4 GP per week according to the RAW working a craft. Much more than the 1 SP a day he is supposed to be happy with. So, we need to either change the mechanics so he is not making that much money or explain it as a matter of social laws or customs. Certainly, guilds controlling the main crafts are a valid and historical explanation for keeping such people out and making such crafts desirable positions.
Yes, but just as we did not want to figure out how much of what crops are planted and figure out their relative values and demand, we do not want to have to figure out the demands for various crafts nor who has those crafts. We also don’t want to have to worry about what professions are in demand and if people can get jobs or who has such professions. We assume that anybody with a craft or profession can perform such in accordance with the RAW without actually worrying who has what skills. Nor do we want to worry about what items are being manufactured. We leave that to the GP Limit according to community size, as I don’t think we really want to deal with a medieval economic sim for a game. Crafts use the same rules for netting the value straight off and are also bound in a matter of week. The RAW states under Crafts:” You can practice your trade and make a decent living earning about half your check result in gold pieces per week of dedicated work.” Since crafts are a class skill for commoners, then why don’t they all have a craft or just use it untrained for a better living than 1 SP a day?
I think there are two problems here. The first being the mechanics of crafts, which I discuss my proposed solution to earlier. (Hrrm. I’m already altering rules. I didn’t really want to start doing that till finished but I have no idea where this string of thought is going next really. One thing just leads to another. Anyway, I’ll try not to base anything later on my new rules or if I do, state that and provide both the RAW example followed by the example of how it plays out using new rules I put forth.) The second, I think, is the commoner class itself, which makes up the majority of our people in our kingdom. So let’s look at the commoner class.
Where to start? Ok, according to pg. 139 of the DMG, you roll 4d4 and add the Community Modifier for the community size and that gives you the highest level of commoner in that community. Well, it doesn’t take much to realize that for our large city, we have almost a 50/50 chance of an epic level commoner running around. Don’t get me wrong, I’ve always been a fan of the common class and have suffered scorn because I’ve suggested that they should be getting levels at all and might not all be 1st level throughout the kingdom. Still, the 4d4 seems a little high. I thought perhaps they meant to roll a d4 four times, but checking the hamlet break down they provide for a “typical hamlet of two hundred people” I see that they have a 3rd level commoner (as the barkeep) and no others above 1st. Given that the community modifier for a hamlet is –2, there is no way they could get 3rd level by subtracting 2 from 4. They must have rolled a 5 on 4d4 to come up with their 3rd level commoner. Not very typical IMHO. By their system, on the average, each typical hamlet would have an 8th level commoner in it.
Anyway, the way it works out for our kingdom is as follows: 1 20th level, 1 19th level, 1 18th level, 1 13th level, 16 10th level, 44 9th level, 150 8th level, 331 7th level, 120 5th level, 962 4th level, 240 3rd level, 2404 2nd level, and over 170,000 1st level commoners. The 2nd level is so high because I’ve decided to round up 3’s just like they show 5’s being rounded up. Half of 5 is 3. Half of 3 is 2. This way there isn’t a gap for 2nd levels all the time and evens out the curve a little.
We might as well do the other NPC classes while we’re at it. With warriors we come up with 1 15th level, 1 14th level, 1 13th level, 4 8th level, 2 7th level, 12 5th level, 51 4th level, 174 3rd level, 778 2nd level, and 11,050 1st level warriors. It’s close to what we see for fighters with 2d4 versus 1d8. Experts come out with 1 17th level, 1 16th level, 1 15th level, 1 10th level, 2 9th level, 4 8th level, 12 7the level, 42 6th level, 160 5th level, 357 4th level, 404 3rd level, 1497 2nd level, 8734 1st level. Aristocrats are as frequent as wizards but with an additional 950 1st levels. Adepts are in there with clerics and bards except with an additional 950 1st level. Interesting that there are more adepts than there are clerics in the world.
Assuming that a 20th level commoner or expert maxes out their skill in craft or profession, how much are they making per week? Also give them Skill Focus for a total of +25. Take 10 and the result is 35 for a weekly earning of 17.5. That’s 910 a year for doing their trade. That’s about what one could expect from a CR 3 encounter. So why would these people even be out practicing their trade? They’d probably be out taking care of small challenges that would make them more money with little risk of death. If they’re doing that, wouldn’t they simply multi-class with a PC class? I mean, there’s only so many times that a farmer can defend his farm from orcs and other wandering monsters before he simply decides to learn how to use some armor and weapons and multi-class into fighter. For experts, seems they’d be picking up levels in cleric or wizard to make magic versions of their crafts. We could assume they do. That’s easy enough. Given the increase in levels the way we did for fighters, we can figure that the commoner is gaining levels quicker than the fighter. If that’s the case he’s probably doing pretty well for money. Sure, it’s possible for encounters to not have a treasure value, but if a commoner is constantly faced with encounters anyway, then it would only be a matter of time before he decides that it’d be better to go face some that do. Probably by only 2nd or 3rd level they’re looking at picking up other classes.
Of course, a vast majority of people never do this. They’re sitting at home doing nothing and staying at 1st level. Only about 2% of commoners ever do anything with their lives. However, it looks like those few have a meteoric rise surpassing even the most daring fighters or rogues in the country. The only people who come close to matching the achievement of the advancing commoners are the experts.
Meanwhile, all commoners can take a craft or profession and theoretically go into business for themselves barring social restraints. So where are all these untrained laborers that work for 1 SP per day? The Aristocrat can’t take a Craft or Profession but one assumes, that being an aristocrat, they don’t need a job to maintain solvency. The only NPC class that would have to take unskilled position paying one tenth of what they could be making would be the warrior. So it seems that all the unskilled laborers in the kingdom would be 0 level kids and warriors. Of course, being a warrior has it’s own skills that show up in Table 4-1, DMG p.105, which reflect this. This would probably cause a rise in demand for such laborers and result in a raise in wages for such. There could be other excuses such as a lack of land. Since most commoners are farmers, only a few people might own the land, resources, or ability to manufacture and thus hire out others to work it for them and only pay 1SP day. This would give a large amount of people out there with the skills to make money but aren’t allowed to for some reason. Seems like there would be a large amount of discontent among the population. Certainly not uncommon historically. Of course, if we take a farming professional and equate this to our sample peasant with 20 acres of land, we do come out with about 7 GP per week for a years work but see that this is not above and beyond taxes, tithes and such. So even a skilled peasant with land is not making much more than twice what our unskilled laborer is making. Still, twice as much is quite a lot and perhaps the difference between starvation or not. We could justify the current skill sets and incomes but take into account that most people are not making all they could and it is social and economic factors besides skill that decide how much a person makes. PCs probably can’t make their full half skill check in GP because of taxes and such, not to mention dues to guilds and other such costs. After all, if PCs could simply walk into a town and make 7 GP per week, why can’t the people that live there. Assuming the same set of skills is available to them if you assume they, or their children could take any skill they wanted.
Dr. Strangemonkey said:Did you account for the fact that craftwork involves a substantial initial investment of capital for tools, continual supply costs, and some nasty variances in the market?
I'm not saying these are insurmountable difficulties by any means just that they do give profession some comparative advantages. Particularly in cultures where certain kinds of property ownership will likely be difficult to attain or guarantee. You're likely to see lots of women and second sons who emphasize profession, for instance.
Also, likely, there will be heavy controls and competition in crafting, particularly in a medieval setting.
5 GP isn’t that much to overcome if you can get some work. Even at –2 for no tools, and untrained craftsman could make 4 GP per week according to the RAW working a craft. Much more than the 1 SP a day he is supposed to be happy with. So, we need to either change the mechanics so he is not making that much money or explain it as a matter of social laws or customs. Certainly, guilds controlling the main crafts are a valid and historical explanation for keeping such people out and making such crafts desirable positions.
Dr. Strangemonkey said:I mean sure, you can make spoons but technically that just nets you the item not the value.
Profession, on the other hand, nets you the value straight off.
Professionals, as it were, are also likely to be more mobile and probably have to work fewer hours in the course of their day. Though they are bound for a week where a crafter measures labor in terms of days.
Though that last benefit is going to depend on a number of factors.
The big question for me is how will crafting small items frequently match up to crafting higher DC items that take more time?
What's the optimum product to make, per the PHB, and what would be the optimum pattern of manufacture for a small shop worker?
Will certain items be very likely to be produced versus others? And if so should that effect the market value and availability of the product per the PHB?
Yes, but just as we did not want to figure out how much of what crops are planted and figure out their relative values and demand, we do not want to have to figure out the demands for various crafts nor who has those crafts. We also don’t want to have to worry about what professions are in demand and if people can get jobs or who has such professions. We assume that anybody with a craft or profession can perform such in accordance with the RAW without actually worrying who has what skills. Nor do we want to worry about what items are being manufactured. We leave that to the GP Limit according to community size, as I don’t think we really want to deal with a medieval economic sim for a game. Crafts use the same rules for netting the value straight off and are also bound in a matter of week. The RAW states under Crafts:” You can practice your trade and make a decent living earning about half your check result in gold pieces per week of dedicated work.” Since crafts are a class skill for commoners, then why don’t they all have a craft or just use it untrained for a better living than 1 SP a day?
I think there are two problems here. The first being the mechanics of crafts, which I discuss my proposed solution to earlier. (Hrrm. I’m already altering rules. I didn’t really want to start doing that till finished but I have no idea where this string of thought is going next really. One thing just leads to another. Anyway, I’ll try not to base anything later on my new rules or if I do, state that and provide both the RAW example followed by the example of how it plays out using new rules I put forth.) The second, I think, is the commoner class itself, which makes up the majority of our people in our kingdom. So let’s look at the commoner class.
Where to start? Ok, according to pg. 139 of the DMG, you roll 4d4 and add the Community Modifier for the community size and that gives you the highest level of commoner in that community. Well, it doesn’t take much to realize that for our large city, we have almost a 50/50 chance of an epic level commoner running around. Don’t get me wrong, I’ve always been a fan of the common class and have suffered scorn because I’ve suggested that they should be getting levels at all and might not all be 1st level throughout the kingdom. Still, the 4d4 seems a little high. I thought perhaps they meant to roll a d4 four times, but checking the hamlet break down they provide for a “typical hamlet of two hundred people” I see that they have a 3rd level commoner (as the barkeep) and no others above 1st. Given that the community modifier for a hamlet is –2, there is no way they could get 3rd level by subtracting 2 from 4. They must have rolled a 5 on 4d4 to come up with their 3rd level commoner. Not very typical IMHO. By their system, on the average, each typical hamlet would have an 8th level commoner in it.
Anyway, the way it works out for our kingdom is as follows: 1 20th level, 1 19th level, 1 18th level, 1 13th level, 16 10th level, 44 9th level, 150 8th level, 331 7th level, 120 5th level, 962 4th level, 240 3rd level, 2404 2nd level, and over 170,000 1st level commoners. The 2nd level is so high because I’ve decided to round up 3’s just like they show 5’s being rounded up. Half of 5 is 3. Half of 3 is 2. This way there isn’t a gap for 2nd levels all the time and evens out the curve a little.
We might as well do the other NPC classes while we’re at it. With warriors we come up with 1 15th level, 1 14th level, 1 13th level, 4 8th level, 2 7th level, 12 5th level, 51 4th level, 174 3rd level, 778 2nd level, and 11,050 1st level warriors. It’s close to what we see for fighters with 2d4 versus 1d8. Experts come out with 1 17th level, 1 16th level, 1 15th level, 1 10th level, 2 9th level, 4 8th level, 12 7the level, 42 6th level, 160 5th level, 357 4th level, 404 3rd level, 1497 2nd level, 8734 1st level. Aristocrats are as frequent as wizards but with an additional 950 1st levels. Adepts are in there with clerics and bards except with an additional 950 1st level. Interesting that there are more adepts than there are clerics in the world.
Assuming that a 20th level commoner or expert maxes out their skill in craft or profession, how much are they making per week? Also give them Skill Focus for a total of +25. Take 10 and the result is 35 for a weekly earning of 17.5. That’s 910 a year for doing their trade. That’s about what one could expect from a CR 3 encounter. So why would these people even be out practicing their trade? They’d probably be out taking care of small challenges that would make them more money with little risk of death. If they’re doing that, wouldn’t they simply multi-class with a PC class? I mean, there’s only so many times that a farmer can defend his farm from orcs and other wandering monsters before he simply decides to learn how to use some armor and weapons and multi-class into fighter. For experts, seems they’d be picking up levels in cleric or wizard to make magic versions of their crafts. We could assume they do. That’s easy enough. Given the increase in levels the way we did for fighters, we can figure that the commoner is gaining levels quicker than the fighter. If that’s the case he’s probably doing pretty well for money. Sure, it’s possible for encounters to not have a treasure value, but if a commoner is constantly faced with encounters anyway, then it would only be a matter of time before he decides that it’d be better to go face some that do. Probably by only 2nd or 3rd level they’re looking at picking up other classes.
Of course, a vast majority of people never do this. They’re sitting at home doing nothing and staying at 1st level. Only about 2% of commoners ever do anything with their lives. However, it looks like those few have a meteoric rise surpassing even the most daring fighters or rogues in the country. The only people who come close to matching the achievement of the advancing commoners are the experts.
Meanwhile, all commoners can take a craft or profession and theoretically go into business for themselves barring social restraints. So where are all these untrained laborers that work for 1 SP per day? The Aristocrat can’t take a Craft or Profession but one assumes, that being an aristocrat, they don’t need a job to maintain solvency. The only NPC class that would have to take unskilled position paying one tenth of what they could be making would be the warrior. So it seems that all the unskilled laborers in the kingdom would be 0 level kids and warriors. Of course, being a warrior has it’s own skills that show up in Table 4-1, DMG p.105, which reflect this. This would probably cause a rise in demand for such laborers and result in a raise in wages for such. There could be other excuses such as a lack of land. Since most commoners are farmers, only a few people might own the land, resources, or ability to manufacture and thus hire out others to work it for them and only pay 1SP day. This would give a large amount of people out there with the skills to make money but aren’t allowed to for some reason. Seems like there would be a large amount of discontent among the population. Certainly not uncommon historically. Of course, if we take a farming professional and equate this to our sample peasant with 20 acres of land, we do come out with about 7 GP per week for a years work but see that this is not above and beyond taxes, tithes and such. So even a skilled peasant with land is not making much more than twice what our unskilled laborer is making. Still, twice as much is quite a lot and perhaps the difference between starvation or not. We could justify the current skill sets and incomes but take into account that most people are not making all they could and it is social and economic factors besides skill that decide how much a person makes. PCs probably can’t make their full half skill check in GP because of taxes and such, not to mention dues to guilds and other such costs. After all, if PCs could simply walk into a town and make 7 GP per week, why can’t the people that live there. Assuming the same set of skills is available to them if you assume they, or their children could take any skill they wanted.