Commoner Role & it's Disparaging Connotations


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Goblin Squad Member

Aristocrats are the characters focusing on Settlement development and operation; Experts are those concentrating on resource refining and item creation, separate from Commoners who work primarily on resource gathering.

Silver Crusade Goblin Squad Member

Come to think of it, there's an awfully large amount of settlements, but no settlers!

Should we just call them commons? Being run by commoners and all...

Goblin Squad Member

Aristocrats will take the Politician jobs, Experts will be the people with a trade skill, Commoners will be those that can do common things.

Common things being what most people can do. You might need some skill to know where to look for resources, but beyond that anyone can break rocks, cut trees down, pick herbs.


That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.

Goblin Squad Member

Kobold Cleaver wrote:
That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.

Not necessarily. I've read stories of people going to rivers that you can still panhandle at for gold hit big. They would go there on vacation, never had done panhandling before and strike a small fortune from the river.


But that's not in PFO. In PFO, Commoner is trained as an equally skill-intensive profession. There's no "Oh, I just happened to get rich because luck".

Also, keep in mine that Commoners will also serve as overseers, bossing around the NPC laypeople.

Goblin Squad Member

Banesama wrote:
Kobold Cleaver wrote:
That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.
Not necessarily. I've read stories of people going to rivers that you can still panhandle at for gold hit big. They would go there on vacation, never had done panhandling before and strike a small fortune from the river.

On the other side of that coin, people panhandle around here on sidewalks, and make nearly as much money. Not kidding.


Heh. Keep in mine. I totally did that on purpose.

Goblin Squad Member

Kobold Cleaver wrote:
That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.

Will it be a profitable playstyle, or is that an assumption?


Either it will be, or Paizo will have made a hilaribad mistake in basing an entire role off of it. :)

Goblin Squad Member

I think it might be soon to tell. We might have lots of people with a lot of Commoner skills to flesh out other roles, but few that do pure- or predominately-Commoner. There might be a lot of caravan guards, some with drover skills, and few pure drovers. It doesn't make the entire group of feats useless; many Commoner feats might be very useful.


I suppose that's true, but it seems a tad clumsy to me to make a role that can't stand on its own. Why not just fold it into the others?

Goblin Squad Member

It could be that Commoner skills don't disrupt a dedication bonus from adventurer classes. Miners, lumberjacks, and the like should probably have a bit more combat capability than those who don't leave town. That would allow mixing of Commoner with melee in such a way that the Warrior NPC class is approximated, or with spellcasting so that Adept is approximated.


Maybe, but we haven't gotten any indication that Commoner will be handled differently, so I don't know why we'd assume so?

Goblin Squad Member

Maybe it fits into the lore because the commoners are the foundation all settlements need thus being 'common'? My main is probably going to be commoner heavy at first unless it's completely unplayable.

Goblin Squad Member

T7V Jazzlvraz wrote:
Aristocrats are the characters focusing on Settlement development and operation; Experts are those concentrating on resource refining and item creation, separate from Commoners who work primarily on resource gathering.

This was the same misconception I had. Stephen cleared it up for me:

Nihimon wrote:

Lee Hammock, did you really mean to say "Commoners are the masters of Harvesting and Refining and carrying lots of stuff..." at 33:05? Is that meant to correct the blog?

  • Commoners focus on gathering and harvesting skills.
  • Experts focus on refining and crafting skills.
  • Aristocrats focus on leadership and social skills.
It's a correction to the blog. Commoners focus on Professions, which include gathering and refining, while Experts focus on Crafts, which make finished goods.

So, based on the latest info we have, the actual list is:

  • Commoners focus on gathering, harvesting, and refining skills.
  • Experts focus on crafting skills.
  • Aristocrats focus on leadership and social skills.

Goblin Squad Member

Personaly I would favor "Yeoman" or "Freeman" over "Commoner". "Commoner" in a Medieval society is a pretty broad category of people that also includes serfs as well as tradesmen and artisans that would be included in what Pathfinder defines as "experts". It's not all that descriptive of what the role actualy is and does carry some negative associations. I know Patfhinder Table Top uses the term, but it is for an NPC class that was never intended for players and isn't the best descriptive for the type of people most of our characters will be.


Citizen
Countryman
Settler
Yeoman
Freeman
Commoner

Grand Lodge

I started a Ideascale Page for it, please feel free to continue the conversation there.


It'd be better to continue the conversation on a quality forum, but eh.

Goblin Squad Member

Kobold Cleaver wrote:
Maybe, but we haven't gotten any indication that Commoner will be handled differently, so I don't know why we'd assume so?

The collecting & refining skills are said to be based on Profession skills, and practically every adventuring class has access to them as in-class skills. I'd hope that someone who wants to be exclusively built to deal with resource supply has the skill-space to master the collection and refinement of multiple resource streams, but also that an adventurer who doesn't want to be exclusively built to be a murderhobo is able to slot a gathering skill without ruining his combat capability.

A ranger should be able to field-dress his kills during a hunt (Profession: Hunter) without the slotting of that skill somehow screwing up his aim (dedication bonus).

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