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<blockquote data-quote="Raven Crowking" data-source="post: 4443347" data-attributes="member: 18280"><p>Hey, thanks for all the responses thus far!</p><p></p><p>One of the things that happens with 3e (and, from what I can see, even more with 4e) is numbers inflation. I am trying to move the numbers back down, even if that means more frontloading.</p><p></p><p>I've decided that the average adult established NPC is 3rd level, and decided that this NPC has (related to skills) a +2 bonus for attribute, a +2 bonus at 1st level to his best skill(s), and a +1 bonus at each subsequent level, for an average bonus of +6. I plan on using this as the baseline for all skill checks in my "perfect game". So, at 1st level, some characters will have as much as a +8 bonus on a given check, with many more +4, +2, or +1 bonuses. Less skill points to track, easier DCs to set.</p><p></p><p>An average bonus also allows me to say "What chance would the average person have to avoid surprise by this sneaky monster? That's DC X. Okay, then. Done."</p><p></p><p>So, PCs will gain (1) attribute bonus, (2) race bonus, (3) class bonus, (4) background bonus, and (5) discretionary skill points.</p><p></p><p>These are some examples of backgrounds:</p><p></p><p></p><p>Acolyte: You have trained as a layman acolyte for a religion of your choice. You have participated in religious ceremonies and understand their significance.</p><p> Benefits:</p><p>• (Un)Holy Aura: You gain a +2 bonus on saving throws versus the special powers (including spells) of undead creatures and outsiders.</p><p>• Religious Training: You gain 1 rank in Knowledge (Religion) are considered Trained in Profession (Religion). If you begin play as a Cleric, Priest, or Druid, you gain 1 rank in Profession (Religion).</p><p></p><p>Acrobat: You have trained as an acrobat, either as part of a performing troupe or through rough living on the streets.</p><p> Benefits:</p><p>• Instant Stand: If you are wearing light or no armour, and are not heavily encumbered, you can move from prone to standing position as a free action. This never provokes a free attack.</p><p>• Acrobatic Training: You gain 2 ranks each in Balance and Tumble.</p><p></p><p>Aristocrat: You are a minor member of the aristocratic class. Although you are not expected to inherit, you still gain some benefits from your station.</p><p>Benefits:</p><p>• Wealth: You gain a bonus of 1d10 x 10 gp as part of your starting money.</p><p>• Favour: You have the ability to call in 1 favour from your family. Possible favours include lodging for yourself and your friends, transportation for yourself and your friends, help in hiding from the authorities, and legal representation. The degree to which your family can help you is adjudicated by the DM.</p><p>• Aristocratic Bearing: You gain 2 ranks each in Diplomacy and Intimidate.</p><p>Drawbacks:</p><p>• Aristocratic Display: Your influence is tied to displays of wealth, taste, and power. You need to wear better than average clothing, give appropriate gifts to those in power, be a patron of arts and institutions, and attend the proper social events to maintain your influence. Doing this requires that you spend 10% of your share of treasure earned on clothing, gifts, and liberality. If you receive less than a full share of treasure, you must spend 10% of what a full share would be. This money doesn’t bring you material benefit, but if you fail to spend it you suffer a -4 penalty to Diplomacy and Intimidate checks until you are paid in full.</p><p>• Family Matters: Once you have called in a favour from your family, you owe them a favour. This favour may be anything the DM desires (and may be an adventure hook, such as investigating a problem on a family estate). If you perform the favour, your Favour benefit is available again. Alternately, you can restore your Favour benefit by giving your family a gift worth no less than your level multiplied by 100 gp. This does not count towards your Aristocratic Display.</p><p></p><p>Armourer: You were apprenticed to an armourer, and learned the basics of the trade.</p><p>Benefits:</p><p>• Repair Armour: You can repair armour of any sort, given time and materials. The material costs are usually no more than 10% of the cost of the armour to be repaired. Time is variable based on the extent of the repairs. You may require a smithy to use this benefit.</p><p>• Fashion Armour: You can fashion light and medium metal armours at 50% of list cost. The time you required to fashion a suit of armour is usually 1 week per point of AC the armour provides. This time can be reduced by 1 day per helper you have working with you. This benefit requires a smithy to use. With the aid of a leatherworker, you can fashion leather armour as well.</p><p>• Heat Resistance: Because you are used to working with heat, you have a +2 bonus to saving throws to resist the effects of excessive heat. </p><p></p><p>Baker: Prior to beginning your adventuring career, you were apprenticed in a bakery. As a result, given materials and time, you are able to bake all manners of bread, pies, and similar baked goods.</p><p>Benefits: </p><p>• Sanding Practice: Historically, bakers were often accused of adding sand to bread in order to increase its weight (and, thereby, its sale value). You gain 1 rank in Bluff.</p><p>• Spell Baking: You may embed spells in goods you bake. Doing so requires that the spell be able to affect a creature, and that you pay a material cost of 50 gp per spell level (10 gp for 0-level spells). The first creature that tastes the item with an embedded spell is affected by the spell as though that creature were the target. Baked goods with embedded spells in them keep potent for 1 week plus 1 day per spell level embedded, with no maximum, or until the item is tasted (whichever comes first). More than one spell can be embedded in an item. The item radiates magic as though it were a potion.</p><p></p><p>Beggar: You have spent time on the streets, living as a beggar. As a result, you have contacts among the lowest of the low.</p><p>Benefits:</p><p>• Blend In: In an urban setting, you can blend into a crowd, effectively disappearing as though you had 4 ranks of Hide. You can only use this ability if you take no actions that would normally draw attention to yourself.</p><p>• Gather Information: You are able to discover rumours from your connections. Using this ability usually takes a few hours talking among the lower classes, but it costs nothing. The DM determines exactly what rumours you hear...and not all rumours are necessarily true!</p><p>• Beggar Skills: You are Trained in disguise (and gain a +2 bonus to attempts to appear lame, ill, etc.), and have 2 ranks each in Bluff and Intimidate.</p><p>Drawbacks:</p><p>• Ragged Appearance: No matter how much you own, you cannot use your Blend In and Gather Information benefits when you are carrying more than 50 gp worth of equipment on your person, unless that equipment appears to be ragged and beggarly. You retain your Beggar Skills, but have a -2 penalty to use them because your appearance invites closer scrutiny.</p><p></p><p>Any ideas for the following backgrounds?</p><p></p><p>Bellfounder</p><p>Blacksmith</p><p>Bookbinder</p><p>Bowyer/Fletcher</p><p>Brewer</p><p>Busker</p><p>Butcher</p><p>Candle Maker</p><p>Carpenter</p><p>Clerk</p><p>Coachman</p><p>Collier</p><p>Cook/Scullion</p><p>Cooper</p><p>Courtesan</p><p>Craftsman</p><p>Deputy</p><p>Dragoman</p><p>Engraver</p><p>Executioner</p><p>Falconer</p><p>Farmer</p><p>Fisherman</p><p>Footpad</p><p>Forester</p><p>Furrier</p><p>Gambler</p><p>Glazier</p><p>Goldsmith</p><p>Gravedigger</p><p>Groom</p><p>Gunsmith</p><p>Guttersnipe</p><p>Hangman</p><p>Healer</p><p>Herald</p><p>Herdsman</p><p>Hermit</p><p>Hunter</p><p>Huntsman</p><p>Innkeeper</p><p>Jester/Fool</p><p>Jeweller</p><p>Leatherworker</p><p>Limner</p><p>Mason</p><p>Miller</p><p>Miner</p><p>Monastic</p><p>Mountaineer</p><p>Musician</p><p>Navigator</p><p>Ostler</p><p>Page</p><p>Pardoner</p><p>Paver</p><p>Peddler</p><p>Poacher</p><p>Potter</p><p>Printer</p><p>Printer</p><p>Quarryman</p><p>Rag-and-Bone Man</p><p>Rat Catcher</p><p>Sailor</p><p>Scholar</p><p>Scribe</p><p>Sculptor</p><p>Sewer Hunter</p><p>Sewer Rat</p><p>Shipwright</p><p>Silversmith</p><p>Smelter</p><p>Smuggler</p><p>Soldier</p><p>Squire</p><p>Swashbuckler</p><p>Tailor</p><p>Teamster</p><p>Thespian</p><p>Town Crier</p><p>Trader</p><p>Trapper</p><p>Wainwright</p><p>Watchman</p><p>Weaponmaker</p><p>Weaver</p><p>Whaler</p><p>Wood Cutter</p><p>Woodworker</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4443347, member: 18280"] Hey, thanks for all the responses thus far! One of the things that happens with 3e (and, from what I can see, even more with 4e) is numbers inflation. I am trying to move the numbers back down, even if that means more frontloading. I've decided that the average adult established NPC is 3rd level, and decided that this NPC has (related to skills) a +2 bonus for attribute, a +2 bonus at 1st level to his best skill(s), and a +1 bonus at each subsequent level, for an average bonus of +6. I plan on using this as the baseline for all skill checks in my "perfect game". So, at 1st level, some characters will have as much as a +8 bonus on a given check, with many more +4, +2, or +1 bonuses. Less skill points to track, easier DCs to set. An average bonus also allows me to say "What chance would the average person have to avoid surprise by this sneaky monster? That's DC X. Okay, then. Done." So, PCs will gain (1) attribute bonus, (2) race bonus, (3) class bonus, (4) background bonus, and (5) discretionary skill points. These are some examples of backgrounds: Acolyte: You have trained as a layman acolyte for a religion of your choice. You have participated in religious ceremonies and understand their significance. Benefits: • (Un)Holy Aura: You gain a +2 bonus on saving throws versus the special powers (including spells) of undead creatures and outsiders. • Religious Training: You gain 1 rank in Knowledge (Religion) are considered Trained in Profession (Religion). If you begin play as a Cleric, Priest, or Druid, you gain 1 rank in Profession (Religion). Acrobat: You have trained as an acrobat, either as part of a performing troupe or through rough living on the streets. Benefits: • Instant Stand: If you are wearing light or no armour, and are not heavily encumbered, you can move from prone to standing position as a free action. This never provokes a free attack. • Acrobatic Training: You gain 2 ranks each in Balance and Tumble. Aristocrat: You are a minor member of the aristocratic class. Although you are not expected to inherit, you still gain some benefits from your station. Benefits: • Wealth: You gain a bonus of 1d10 x 10 gp as part of your starting money. • Favour: You have the ability to call in 1 favour from your family. Possible favours include lodging for yourself and your friends, transportation for yourself and your friends, help in hiding from the authorities, and legal representation. The degree to which your family can help you is adjudicated by the DM. • Aristocratic Bearing: You gain 2 ranks each in Diplomacy and Intimidate. Drawbacks: • Aristocratic Display: Your influence is tied to displays of wealth, taste, and power. You need to wear better than average clothing, give appropriate gifts to those in power, be a patron of arts and institutions, and attend the proper social events to maintain your influence. Doing this requires that you spend 10% of your share of treasure earned on clothing, gifts, and liberality. If you receive less than a full share of treasure, you must spend 10% of what a full share would be. This money doesn’t bring you material benefit, but if you fail to spend it you suffer a -4 penalty to Diplomacy and Intimidate checks until you are paid in full. • Family Matters: Once you have called in a favour from your family, you owe them a favour. This favour may be anything the DM desires (and may be an adventure hook, such as investigating a problem on a family estate). If you perform the favour, your Favour benefit is available again. Alternately, you can restore your Favour benefit by giving your family a gift worth no less than your level multiplied by 100 gp. This does not count towards your Aristocratic Display. Armourer: You were apprenticed to an armourer, and learned the basics of the trade. Benefits: • Repair Armour: You can repair armour of any sort, given time and materials. The material costs are usually no more than 10% of the cost of the armour to be repaired. Time is variable based on the extent of the repairs. You may require a smithy to use this benefit. • Fashion Armour: You can fashion light and medium metal armours at 50% of list cost. The time you required to fashion a suit of armour is usually 1 week per point of AC the armour provides. This time can be reduced by 1 day per helper you have working with you. This benefit requires a smithy to use. With the aid of a leatherworker, you can fashion leather armour as well. • Heat Resistance: Because you are used to working with heat, you have a +2 bonus to saving throws to resist the effects of excessive heat. Baker: Prior to beginning your adventuring career, you were apprenticed in a bakery. As a result, given materials and time, you are able to bake all manners of bread, pies, and similar baked goods. Benefits: • Sanding Practice: Historically, bakers were often accused of adding sand to bread in order to increase its weight (and, thereby, its sale value). You gain 1 rank in Bluff. • Spell Baking: You may embed spells in goods you bake. Doing so requires that the spell be able to affect a creature, and that you pay a material cost of 50 gp per spell level (10 gp for 0-level spells). The first creature that tastes the item with an embedded spell is affected by the spell as though that creature were the target. Baked goods with embedded spells in them keep potent for 1 week plus 1 day per spell level embedded, with no maximum, or until the item is tasted (whichever comes first). More than one spell can be embedded in an item. The item radiates magic as though it were a potion. Beggar: You have spent time on the streets, living as a beggar. As a result, you have contacts among the lowest of the low. Benefits: • Blend In: In an urban setting, you can blend into a crowd, effectively disappearing as though you had 4 ranks of Hide. You can only use this ability if you take no actions that would normally draw attention to yourself. • Gather Information: You are able to discover rumours from your connections. Using this ability usually takes a few hours talking among the lower classes, but it costs nothing. The DM determines exactly what rumours you hear...and not all rumours are necessarily true! • Beggar Skills: You are Trained in disguise (and gain a +2 bonus to attempts to appear lame, ill, etc.), and have 2 ranks each in Bluff and Intimidate. Drawbacks: • Ragged Appearance: No matter how much you own, you cannot use your Blend In and Gather Information benefits when you are carrying more than 50 gp worth of equipment on your person, unless that equipment appears to be ragged and beggarly. You retain your Beggar Skills, but have a -2 penalty to use them because your appearance invites closer scrutiny. Any ideas for the following backgrounds? Bellfounder Blacksmith Bookbinder Bowyer/Fletcher Brewer Busker Butcher Candle Maker Carpenter Clerk Coachman Collier Cook/Scullion Cooper Courtesan Craftsman Deputy Dragoman Engraver Executioner Falconer Farmer Fisherman Footpad Forester Furrier Gambler Glazier Goldsmith Gravedigger Groom Gunsmith Guttersnipe Hangman Healer Herald Herdsman Hermit Hunter Huntsman Innkeeper Jester/Fool Jeweller Leatherworker Limner Mason Miller Miner Monastic Mountaineer Musician Navigator Ostler Page Pardoner Paver Peddler Poacher Potter Printer Printer Quarryman Rag-and-Bone Man Rat Catcher Sailor Scholar Scribe Sculptor Sewer Hunter Sewer Rat Shipwright Silversmith Smelter Smuggler Soldier Squire Swashbuckler Tailor Teamster Thespian Town Crier Trader Trapper Wainwright Watchman Weaponmaker Weaver Whaler Wood Cutter Woodworker [/QUOTE]
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