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What Spells Would a Commoner Want?
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<blockquote data-quote="Random Bystander" data-source="post: 6409842" data-attributes="member: 6702095"><p>Having played with the "Run a business" rules in the DMG II, skill boosting items. Commoners have access to craft and profession; 5 extra sp per week may not sound like much, except that's an increase in your profit over expenses. Presuming that the half of your check result you don't earn is paid in taxes, one +1 to your craft or profession skill results in 26 gold pieces per year, and pays for itself in four years. Compared to the profits of an adventurer, this is petty change. However, you are a commoner, and so have to think long term. In twenty years, you can have paid for five of them; enough, probably, for all of your sons and daughters to have one.</p><p></p><p>So the first generation all have one Profession (Farmer) or Craft (Wheat) item, or whichever skills the GM deems relevant. Over their twenty years, they each earn 520 gold pieces more than you did. One of the items can be enchanted to +2, and two extra items to another skill; or five extra items to another skill.</p><p></p><p>By the third generation, everyone is making 520 gold pieces more over twenty years as a default, with +1 to a skill used for aid another. That is at least a regular 60% chance of +2 to your skill, meaning up to one extra gold piece a week. Of course, the real fun comes when you compute in husband-and-wife teams and double the result each generation. Or the effects of apprentices; that is, the couples' children. This not only continued the family (being "childless" was considered a major shame in most medieval societies), but allowed more work to be done (and thus a higher chance of future survival and prosperity).</p><p></p><p>This is an ideal calculation, though, not adding in catastrophe. And catastrophe is likely; even with my limited experience with the "run a business" rules in the DMG II, a business is likely to either get rich over many years, or fall into utter disaster. Which fits the implicit setting conceits.</p><p></p><p>So, in short, being a peasant in D&D may seem strange, but it isn't hopeless. One of your sons or daughters, or grandchildren, may rise to the prominence of a warrior, expert or even an adept. One of their children, or grandchildren, may rise to the prominence of a fighter, or ranger. Eventually, if your family continues to prosper, one of you might be knighted, or become a paladin, or become a great orator (bard). Your line may even produce a great person of miraculous faith (cleric), or astounding intellect (wizard). And, of course, you cannot plan for the designs of the divine (favoured soul) or eldritch (sorcerer).</p><p></p><p>Provided marauding monsters, run-away carts, sabotage, fire, flood, or other hazard are successfully endured.</p></blockquote><p></p>
[QUOTE="Random Bystander, post: 6409842, member: 6702095"] Having played with the "Run a business" rules in the DMG II, skill boosting items. Commoners have access to craft and profession; 5 extra sp per week may not sound like much, except that's an increase in your profit over expenses. Presuming that the half of your check result you don't earn is paid in taxes, one +1 to your craft or profession skill results in 26 gold pieces per year, and pays for itself in four years. Compared to the profits of an adventurer, this is petty change. However, you are a commoner, and so have to think long term. In twenty years, you can have paid for five of them; enough, probably, for all of your sons and daughters to have one. So the first generation all have one Profession (Farmer) or Craft (Wheat) item, or whichever skills the GM deems relevant. Over their twenty years, they each earn 520 gold pieces more than you did. One of the items can be enchanted to +2, and two extra items to another skill; or five extra items to another skill. By the third generation, everyone is making 520 gold pieces more over twenty years as a default, with +1 to a skill used for aid another. That is at least a regular 60% chance of +2 to your skill, meaning up to one extra gold piece a week. Of course, the real fun comes when you compute in husband-and-wife teams and double the result each generation. Or the effects of apprentices; that is, the couples' children. This not only continued the family (being "childless" was considered a major shame in most medieval societies), but allowed more work to be done (and thus a higher chance of future survival and prosperity). This is an ideal calculation, though, not adding in catastrophe. And catastrophe is likely; even with my limited experience with the "run a business" rules in the DMG II, a business is likely to either get rich over many years, or fall into utter disaster. Which fits the implicit setting conceits. So, in short, being a peasant in D&D may seem strange, but it isn't hopeless. One of your sons or daughters, or grandchildren, may rise to the prominence of a warrior, expert or even an adept. One of their children, or grandchildren, may rise to the prominence of a fighter, or ranger. Eventually, if your family continues to prosper, one of you might be knighted, or become a paladin, or become a great orator (bard). Your line may even produce a great person of miraculous faith (cleric), or astounding intellect (wizard). And, of course, you cannot plan for the designs of the divine (favoured soul) or eldritch (sorcerer). Provided marauding monsters, run-away carts, sabotage, fire, flood, or other hazard are successfully endured. [/QUOTE]
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