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Generating Towns in rough places...
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<blockquote data-quote="Khur" data-source="post: 283109" data-attributes="member: 5583"><p><strong>More stuff from Khur</strong></p><p></p><p> I'd like to see your sources for these aging figures. I can honestly say that I've not read any such thing in an authoritative source.</p><p></p><p>Further, an average 5th-level (nonhuman) commoner has a grand total of 16 skill ranks and 13 hp (about as many as a deer, less than a horse). Such a person has +2 to hit with one simple weapon, is at –2 with every other weapon, and only has +1 to all saving throws.</p><p></p><p>An average 1st-level human commoner has 10 sill ranks, 3 hp, +0 to everything, excepting –4 with to all weapons with which the individual is not skilled. Such a person is easy prey for everything, even kobolds.</p><p></p><p>I think this design was on purpose, to make easy victims for the powerful to protect. Such an individual isn't likely to be capable of hacking a farmstead out of dangerous wilderness. If anyone managed to, the experience of doing so would make them more capable.</p><p></p><p>(The ease of gaining low levels is applicable as well—though strictly granting XP as a result of killing monsters may be prohibitive.)</p><p></p><p>Good ideas and this shows you understand my point. I like the idea of Com/War multiclassing for rough areas. I'd like to go beyond ad hoc adjustments and reach a way to help others generate towns that make sense.</p><p></p><p>The footnote the table reads as you say, and I know this. Higher level NPCs overall isn't the point. Realistic class distribution is the point. I'm asserting that frontier towns (especially considering monstrous involvement) would have less commoners and a disproportionate number of more capable persons. </p><p></p><p>In other words, generate the town using DMG 137 and Table 4-37, but then tweak the numbers so you have fewer commoners overall. Add the numbers to other classes in a way that makes sense. Multiclass the NPCs in a way that makes sense.</p><p></p><p>For example, a town on a war-torn border might have a great number of War1/Com1 persons—maybe some Exp1/Com1 (weaponsmiths, fletchers, etc.) too. A few talented souls might even be Ftr1/Com1.</p><p></p><p>In a dangerous area people don't have to go out on a limb to face challenges, but the challenges come to them. They adapt, or they die.</p><p></p><p>I appreciate your point of view though, and the DMG makes it simple to make towns in a real enough way. I'm just wondering if there's any validity to my idea, which is why I put it out here in the first place.</p><p></p><p> I agree that there should be <em>fewer</em> Commoners in FR, which is what started this whole thread. Safer areas of Faerûn would certainly have oodles of commoners.</p><p></p><p>Thanks everyone!</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Khur, post: 283109, member: 5583"] [b]More stuff from Khur[/b] I'd like to see your sources for these aging figures. I can honestly say that I've not read any such thing in an authoritative source. Further, an average 5th-level (nonhuman) commoner has a grand total of 16 skill ranks and 13 hp (about as many as a deer, less than a horse). Such a person has +2 to hit with one simple weapon, is at –2 with every other weapon, and only has +1 to all saving throws. An average 1st-level human commoner has 10 sill ranks, 3 hp, +0 to everything, excepting –4 with to all weapons with which the individual is not skilled. Such a person is easy prey for everything, even kobolds. I think this design was on purpose, to make easy victims for the powerful to protect. Such an individual isn't likely to be capable of hacking a farmstead out of dangerous wilderness. If anyone managed to, the experience of doing so would make them more capable. (The ease of gaining low levels is applicable as well—though strictly granting XP as a result of killing monsters may be prohibitive.) Good ideas and this shows you understand my point. I like the idea of Com/War multiclassing for rough areas. I'd like to go beyond ad hoc adjustments and reach a way to help others generate towns that make sense. The footnote the table reads as you say, and I know this. Higher level NPCs overall isn't the point. Realistic class distribution is the point. I'm asserting that frontier towns (especially considering monstrous involvement) would have less commoners and a disproportionate number of more capable persons. In other words, generate the town using DMG 137 and Table 4-37, but then tweak the numbers so you have fewer commoners overall. Add the numbers to other classes in a way that makes sense. Multiclass the NPCs in a way that makes sense. For example, a town on a war-torn border might have a great number of War1/Com1 persons—maybe some Exp1/Com1 (weaponsmiths, fletchers, etc.) too. A few talented souls might even be Ftr1/Com1. In a dangerous area people don't have to go out on a limb to face challenges, but the challenges come to them. They adapt, or they die. I appreciate your point of view though, and the DMG makes it simple to make towns in a real enough way. I'm just wondering if there's any validity to my idea, which is why I put it out here in the first place. I agree that there should be [I]fewer[/I] Commoners in FR, which is what started this whole thread. Safer areas of Faerûn would certainly have oodles of commoners. Thanks everyone! :D [/QUOTE]
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