New rules for skills and professions


Homebrew and House Rules


House rules for skills

  • Acculturation (Cha): new multiple skill (one for each region in the campaign world), folds Knowledge (local, geography, history, and nobility), includes knowledge in local lore (holydays, ceremonies, etc.); you can spend skill points to improve this only by spending time in the region before gaining a level; with a given modifier in Acculturation, you gain half this modifier in checks about the corresponding Country (relative to royalty and the country’s general status); if you know several Regions of the same country, you gain +1 to checks about the country for each additional Region; this skill’s modifier also acts as the character’s reputation and number of reliable contacts in said region
  • Acrobatics (Dex): remove Jump, add Escape Artist and Entertain (tumbling)
  • Animal Handling: new skill, folds Handle Animal (Wis) and Ride (Dex) - but select one species each time
  • Appraise: removed, folded into Craft and Search
  • Athletics (Str): new skill, folds Climb, Swim, Fly, Jump (from Acrobatics), and add Digging
  • Bluff: removed, folded into Deception
  • Climb: removed, folded into Athletics
  • Concentration (Wis): “new” skill, replaces Spellcraft for all concentration-related checks
  • Craft (Int): now includes Appraise, Forgery, and Spellcraft (craft magic item) for the related items; add Beverage (alcohol, etc.), Baked goods (bread, cakes, etc.), Farm products (cereals, flour, fruits, preserves, vegetables, wool, cattle, etc.), Flowers, Furs, Instruments, Meal, Meat (gutted fish, processed meat, etc.), Metalworks (coins, cutlery, and other metal items not related to armor and weapons), Plans (maps, building plans, etc.), Roads, Tunnels, Wax (candles, etc.), Woodwork (furniture, brooms, carts, etc.), Writing (plays, novels, etc.)
  • Deception: new skill, folds Bluff (Cha), Disguise (Cha), and Sense Motive (Wis)
  • Diplomacy: removed, folded into Persuasion
  • Disable Device: no change
  • Disguise: removed, folded into Deception
  • Escape Artist: removed, folded into Acrobatics
  • Fly: removed, folded into Athletics
  • Handle Animal: removed, folded into Animal Handling
  • Heal: removed, folded into Knowledge (medecine)
  • Intimidate: removed, folded into Persuasion
  • Knowledge (Int): remove nature (folded into Survival); remove arcana, planes, and religion (folded into other Knowledge types); remove geography, history, local, nobility (folded into Acculturation); add Spells & Enchantments (folds arcana and Spellcraft for Identify spell cast, Learn or prepare new spell, Identify magic item properties, Use Magic Device), Wildlife & Monsters (identify), Mystical Lore (folds Knowledge about planes, deities, religions, symbolism, undead), Etiquette, Mathematics (counting, arithmetic, geometry); Military Tactics (drill, recognize enemy’s tactics); Astronomy; Economics & business; Fine Arts; Universal Games & Contests; Law; Medicine (folds Heal, anatomy, etc.)
  • Linguistics: remove Forgery (moved to Craft), add Decipher Scroll
  • Perception: active searching moved to Search
  • Perform: add tragedy as act type, poetry and rhetoric as oratory types
  • Persuasion: folds Diplomacy (Cha) and Intimidate (any stat: Str=bully, Dex=overawe, Con=impress, Int=verbalize, Wis=browbeat, Cha=guile), add Haggle (Cha or Wis)
  • Profession: this skill is removed, the character uses the Jobs and Careers rules instead (see below)
  • Ride: removed, folded into Animal Handling
  • Rope Use (Dex or Int): “new” skill; Make knots quickly and efficiently, Tie up
  • Search (Int or Dex): this is to reflect the active searching methods one can use to perceive things better; folds Determine most valuable item in a hoard (from Appraise)
  • Sense Motive: removed, folded into Deception
  • Sleight of Hand: no change
  • Spellcraft: removed, folded into Craft, Concentration, Linguistics, and Knowledge
  • Stealth: no change
  • Survival: add Knowledge (nature), Navigate, Rationing
  • Swim: removed, folded into Athletics
  • Use Magic Device: removed, folded into Knowledge (spells & enchantments)

Final, consolidated list

  • Acculturation (region)
  • Acrobatics: Balance, Tumble, Move through threatened areas, Escape bonds, Entertain
  • Animal Handling (species): Handle Animal, Ride
  • Athletics: Climb, Swim, Fly, Jump, Digging
  • Concentration
  • Craft (alchemy, armor, baked goods, baskets, beverage, books, bows, calligraphy, carpentry, cloth, clothing, farm products, flowers, furs, glass, instruments, jewelry, leather, locks, meal, meat products, metalworks, paintings, plans, pottery, roads, sculptures, ships, shoes, stonemasonry, traps, tunnels, wax products, weapons, woodwork, writing): Craft, Appraise, Forgery, and Spellcraft for magic items
  • Deception: Bluff, Disguise, Sense Motive
  • Disable Device: Disarm trap, Open lock
  • Knowledge (astronomy, dungeoneering, economics & business, engineering, etiquette, fine arts, law, mathematics, medicine, military tactics, mystical lore, spells & enchantments, universal games & contests, wildlife & monsters)
  • Linguistics: Learn new language, Decipher, Decipher Scroll
  • Perception: Detect things passively
  • Perform: act (comedy, drama, mime, tragedy), comedy, dance, oratory (epic, ode, storytelling, poetry, rhetoric), sing, musical instruments (keyboard, percussion, string, or wind)
  • Persuasion: Diplomacy, Intimidate, Haggle
  • Rope Use: Make knots, Tie up
  • Search: Find something actively, Determine most valuable item in a hoard (from Appraise)
  • Sleight of Hand: Hide item, Pickpocket, Entertain
  • Stealth: Hide, Sniping, Diversion
  • Survival: Survive, Orientation, Predict weather, Follow tracks, Knowledge (nature), Navigate, Rationing

Additional thoughts:
- The character takes ranks in a skill, but more than one stat can apply to some. The final skill check modifier is then different following the skill use checked against.
- Characters gain some (Int bonus) “background” skill points at level 1, to use only on skills that aren’t class skills for their first class.
- Synergies apply but differently than with 3.5: succeeding a skill check gives a one-time circumstancial +2 bonus to the relevant skill (list of synergies to be added later)

House rules for jobs and careers

  • Craft: the character can only do Craft skills for items he's able to create due to his current or past professions. Magic items: a spellcaster who can't craft an item can work alongside someone who can. Both will have to roll against the DC, but both gain +4 to the roll.
  • For most careers, the entry level is Apprentice, and is followed by these occupations: Journeyman, Master, and Guildmaster. For some professions, these levels hold specific titles.
    A journeyman earns the regular daily wage. An apprentice earns 25% of this wage. A master gains twice this wage, and a guildmaster earns five times the normal wage.
    While being employed, a journeyman gets +2 to the skill most related to his profession. Masters and guildmasters get +5 (the guildmaster is more geared in interguild politics than actually working).
    Masters are either self-appointed or elected by guildmasters (in the first case, they might have trouble with the local guild, if it exists). Guildmasters are always elected by other guildmasters.
  • Each time a character gains a new level, he can advance in a career (he needs to spend skill points towards the career-related skills in order to do so) or select a new profession.
    To allow NPCs to “level” in their profession but also to give incentive for PCs to invest in a profession, crafting an item gives some experience, equal to the item’s DC multiplied by the check’s overhead (the number by which the check exceeds the DC) and divided by the character’s level (enough to get to level 3 after some time, which allows a single-career NPC to reach the Master rank)
  • I initially wanted to create a list of professions, with prerequisites and more than one skill gaining bonuses, and a different daily wage for each. It creates more complexity than really needed, though, so I'm going with a simpler version: pick a skill, and pick a profession in the corresponding list (since this is only for fluff, you can add/remove/change these lists as you see fit)
    - Acculturation: Diplomat, Grave-digger
    - Acrobatics: Acrobat, Chimney sweep
    - Animal Handling: Horseman, Zookeeper, Driver, Stable master, Rat-catcher, Falconer
    - Athletics: Champion
    - Concentration: Ermit
    - Craft (any): Merchant, Artisan, Forger
    - Craft (alchemy): Alchemist
    - Craft (armor): Armorer
    - Craft (baked goods): Baker
    - Craft (baskets): Basketweaver
    - Craft (beverage): Brewer
    - Craft (books): Bookbinder
    - Craft (bows): Bowyer, Fletcher
    - Craft (calligraphy): Scribe, Copist
    - Craft (carpentry): Carpenter, Cartwright
    - Craft (cloth): Weaver, Spinster, Dyer
    - Craft (clothing): Tailor, Hatter
    - Craft (farm products): Farmer, Shepherd, Miller
    - Craft (flowers): Gardener
    - Craft (furs): Furrier, Tanner, Trapper
    - Craft (glass): Glassblower
    - Craft (instruments): Instrument maker
    - Craft (jewelry): Jeweller
    - Craft (leather): Leatherworker
    - Craft (locks): Locksmith
    - Craft (meal): Cook
    - Craft (meat products): Butcher, Fisherman
    - Craft (metalworks): Blacksmith, Tinsmith, Moneyer, Counterfeiter
    - Craft (paintings): Painter
    - Craft (plans): Cartographer, Architect
    - Craft (pottery): Potter
    - Craft (roads): Cobbler
    - Craft (sculptures): Sculptor
    - Craft (ships): Shipwright
    - Craft (shoes): Shoemaker
    - Craft (stonemasonry): Mason, Bricklayer, Stone cutter
    - Craft (traps): Trapmaker
    - Craft (tunnels): Miner, Sapper
    - Craft (wax products): Candle maker
    - Craft (weapons): Weaponsmith
    - Craft (woodwork): Woodworker, Barrelwright
    - Craft (writing): Writer, Playwright, Clerk
    - Deception: Spy, Moneylender
    - Disable Device: Burglar
    - Knowledge (any): Librarian, Student, Educator
    - Knowledge (astronomy): Astronomer
    - Knowledge (dungeoneering): Miner
    - Knowledge (economics & business): Entrepreneur, Shopkeeper, Innkeeper
    - Knowledge (engineering): Engineer
    - Knowledge (etiquette): Courtesan, Herald, Butler, Porter
    - Knowledge (fine arts): Critic
    - Knowledge (law): Lawyer, Barrister, Judge
    - Knowledge (mathematics): Mathematician, Accountant
    - Knowledge (medicine): Doctor, Physician, Midwife, Barber, Apothecarist
    - Knowledge (military tactics): Soldier, Officer, Serjeant, General, Mercenary
    - Knowledge (mystical lore): Priest, Seer
    - Knowledge (spells & enchantments): Enchanter
    - Knowledge (universal games & contests): Gambler
    - Knowledge (wildlife & monsters): Taxidermist
    - Linguistics: Interpret
    - Perception: Guard, Watchman
    - Perform (act): Actor, Comedian, Mime, Tragedian
    - Perform (comedy): Joker, Buffoon, Jester
    - Perform (dance): Dancer
    - Perform (oratory): Storyteller, Poet
    - Perform (sing): Singer, Minstrel
    - Perform (musical instrument): Musician, Composer
    - Persuasion: Torturer, Politician, Philosopher, Beggar
    - Rope Use: Sailor
    - Search: Inspector, Tax collector
    - Sleight of Hand: Prestidigitator
    - Stealth: Assassin
    - Survival: Explorer, Navigator, Hunter, Tracker, Herbalist, Woodcutter, Forester

Rules for Skill Tricks
(Cf. Complete Scoundrel) Skill tricks are special maneuvers, so you can't just use them as often as you want. Unless otherwise noted, a skill trick can be performed only once per encounter (or once per minute, for scenes that don't involve combat or other conflict). This restriction sets skill tricks apart from feats and class features, which are often repeatable.

  • New Skill Trick: Repeat Trick (Mental), needs 8 ranks in Concentration, allows the character to repeat one trick

It might be obvious (or not) that some ideas have already been expressed elsewhere. This thread is about my views on the topic. Feel free to comment, and thank you.


I posted something similar to this before, and see we have some of the same ideas.
Overall, it looks good and I agree with many of the changes (proactive searching skill, etc).

Some comments:

- Concentration is not a Spellcraft check in Pathfinder, and rather a level check related to your casting class.
However, I see that you have some other uses of concentration outside of spellcasting (at least, for skill trick), so I can see the need for the skill.
In my own ideas for this, I had the skill "resolve" (wis based), which granted things like memorization and ignoring pain from caltrops or staying conscious from various effects (like negative hitpoints, non-lethal damage, etc). Basically, the "not too crazy" stuff from the Auto-hypnosis skill in Psionics.
Adding some stuff like this to Concentration might give it more reason to be it's own skill.

- Having more than one stat apply to a skill can make things a bit confusing on a character sheet. Not saying it shouldn't be done, but it is adding a level of complexity that wasn't there in 99% of the original skill rules.
I'm still not convinced Intimidate should be anything more than Charisma, except in specific situations (possibly making a Strength check to get a synergy bonus, etc).

- Rope Use. Even with your Dex or Int option, I still can't see how it's needed. I still see it as something that is in addition to the action you are already performing. Using rope to climb would still be a climb check... knowing how to tie a rope on a grappling hook doesn't mean you'll be able to tie someone up, or make a proper sailor's knot.
It's not just "making a knot", it's how you are using the rope end of it as well.. so it feels better to make the rope use part of the skill or action using rope (basically, giving a bonus to that check, or allowing new options that weren't available without rope to use).

- I like what you've done with Acculturation, and had a similar idea (except loaded onto the Knowledge side, as a modifier based on your familiarity with the region, etc).

- I've been thinking of ways of having profession used differently, outside of the skillpoint system. I don't have time to go over your system completely right now, but at first glance it looks good (and similar to my own thoughts on the matter). I might plumb it for ideas on my own stuff later.


Kaisoku wrote:


- Concentration is not a Spellcraft check in Pathfinder, and rather a level check related to your casting class.
However, I see that you have some other uses of concentration outside of spellcasting (at least, for skill trick), so I can see the need for the skill.
In my own ideas for this, I had the skill "resolve" (wis based), which granted things like memorization and ignoring pain from caltrops or staying conscious from various effects (like negative hitpoints, non-lethal damage, etc). Basically, the "not too crazy" stuff from the Auto-hypnosis skill in Psionics.
Adding some stuff like this to Concentration might give it more reason to be it's own skill.

I wrote "concentration-related checks" with, in my mind, the Spellcraft check incurred by casting in combat. In short, Concentration was folded into Spellcraft in PRPG, I pulled it back out.

Kaisoku wrote:


- Having more than one stat apply to a skill can make things a bit confusing on a character sheet. Not saying it shouldn't be done, but it is adding a level of complexity that wasn't there in 99% of the original skill rules.
I'm still not convinced Intimidate should be anything more than Charisma, except in specific situations (possibly making a Strength check to get a synergy bonus, etc).

I agree. I'll either split them again or decide on a different stat for some folded skills. As for Intimidate, I found that in another thread and liked it. True, some stat use is far-fetched, and I'll revert to Charisma mainly.

Kaisoku wrote:


- Rope Use. Even with your Dex or Int option, I still can't see how it's needed. I still see it as something that is in addition to the action you are already performing. Using rope to climb would still be a climb check... knowing how to tie a rope on a grappling hook doesn't mean you'll be able to tie someone up, or make a proper sailor's knot.
It's not just "making a knot", it's how you are using the rope end of it as well.. so it feels better to make the rope use part of the skill or action using rope (basically, giving a bonus to that check, or allowing new options that weren't available without rope to use).

I'll rename the skill as "Making Knots" because it has nothing to do with "using a rope" to climb a cliff. Here are some uses justifying the skill:

- the Tie Up maneuver using ropes: not everyone can tie up someone quickly and efficiently. The check result, opposed by the foe's own check, determines the number of rounds he's tied up.
- tying up using specific knots: your rope can strangle your foe little by little
- escaping from rope bonds: if you know how to make a knot, you know how to remove them (speaking from experience, here)
- making knots that undo themselves when tugged in a certain way: lets you climb down that 100-ft cliff with a 15-ft rope
- securing a rope so that it can hold a certain weight (the character will realize at first glance that he'll have to double the rope to hold the barbarian half-orc)
- creating a Lasso weapon (like Bolas, you can trip at a distance) and/or getting bonuses on Bolas, Nets, and Whips
- and, of course, using ropes on a ship (folding lengthy ropes so that they don't knot themselves when pulled, tying sails, etc)

Kaisoku wrote:


- I like what you've done with Acculturation, and had a similar idea (except loaded onto the Knowledge side, as a modifier based on your familiarity with the region, etc).
- I've been thinking of ways of having profession used differently, outside of the skillpoint system. I don't have time to go over your system completely right now, but at first glance it looks good (and similar to my own thoughts on the matter). I might plumb it for ideas on my own stuff later.

Thanks for your positive input. Feel free to use any of these ideas. As for Profession, my initial idea was to provide another complex list of prerequisites, earnings, and skills. The simpler version is to pick a profession from one of your skills.


Louis IX wrote:
I wrote "concentration-related checks" with, in my mind, the Spellcraft check incurred by casting in combat. In short, Concentration was folded into Spellcraft in PRPG, I pulled it back out.

Actually, Concentration was made into a caster level check in PRPG, not a Spellcraft check.

PRD wrote:
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type.

The point being that the person's ability to cast a spell is based on his training at casting that spell. A multiclass caster will have a harder time concentrating because he's not as dedicated to learning his craft.

It also uses the character's casting stat. So a 10th level Sorcerer with 22 Charisma would have a +16 to his check, +20 if he takes the Combat Casting feat.

The current DCs and feats assume this, so if you change this back to a skill (which has a +3 class skill bonus, and can get up to a +8-12 bonus from feats, all before you take into account magic item bonus) can have some serious ramifications.

I'm not against a "Concentration-like" skill, with a number of uses. However, I do like the approach Pathfinder took, as it's much more elegant and built-in.

.

Regarding Rope Use, the main issue with it is lack of practical gaming application. If you can come up with rules for using the skill (which I see it looks like you have some ideas already), then the skill will probably work on it's own.


Kaisoku wrote:


Actually, Concentration was made into a caster level check in PRPG, not a Spellcraft check.

The point being that the person's ability to cast a spell is based on his training at casting that spell. A multiclass caster will have a harder time concentrating because he's not as dedicated to learning his craft.

It also uses the character's casting stat. So a 10th level Sorcerer with 22 Charisma would have a +16 to his check, +20 if he takes the Combat Casting feat.

The current DCs and feats assume this, so if you change this back to a skill (which has a +3 class skill bonus, and can get up to a +8-12 bonus from feats, all before you take into account magic item bonus) can have some serious ramifications.

I'm not against a "Concentration-like" skill, with a number of uses. However, I do like the approach Pathfinder took, as it's much more elegant and built-in.

Duly noted. I hadn't seen that particular bit of text and was still under the impression that Spellcraft checks ruled this - which you already noticed.

Kaisoku wrote:


Regarding Rope Use, the main issue with it is lack of practical gaming application. If you can come up with rules for using the skill (which I see it looks like you have some ideas already), then the skill will probably work on it's own.

Having learnt how to tie knots, both as an apprentice sailor and as a boy scout, I think I can find some uses for it, perhaps even more than those I already listed.

- Tie Up a Pinned opponent: check opposed by Make Knots, Escape Artist (Acrobatics), or the opponent's CMD, with a cumulative +2 for each maneuver check doing this (a skilled character can do this with one elaborate knot, a less skilled one can tie one limb at a time) ; using specific knots (for instance, tying the legs backwards with a length of rope around the opponent's neck) incurs a -2 to the checks
- Escaping from bonds: opposed check (one such check for each knot -that is, each check spent tying you up- with a cumulative -2 for each knot)
- Estimating the weight the rope can hold securely: Int, DC 15 (can also be used to sabotage a rope so that it'll break after a given time supporting a given weight)
- Knotting two ropes securely so that they can be used for climbing: DC 10
- "Folding" a rope: DC 10
- Making a standalone knot: DC 5 (simple) DC 10 (necktie knot) DC 15 (elaborate knot on a formal uniform)
- Making a knot that can undo itself when tugged in a certain way, or making a Lasso from a length of rope: DC 15 (for instance, this allows a character with a 30-ft long rope to climb down any length of mountain side, 15 feet at a time ; alternatively, this can also tie a shield or any item to a backpack and free it as a free action ; you can also pretend to have tied someone up and free them as a free action)


Some updates...

I just thought that, actually, making a knot can be seen as crafting something, thus folding these uses into Craft.

Another thing: add Throw to Athletics. A check allows the character to throw something that's heavier than your regular thrown weapon (a boulder, another character, etc). To aim at something or someone, oppose the skill check with the target's AC. DC and range increment vary upon your encumberance when holding the item to be thrown (+2 if it's a person):
- None: DC 10, range increment 15 ft.
- Light: DC 15, range increment 10 ft.
- Medium: DC 20, range increment 5 ft.
- Heavy: DC 25, range increment 2 ft.
- Max: DC 30, range increment 1 ft.
If aiming your throw, the DC increases by +2 for each range increment farther than the first. You can throw an unwilling creature (with a +5 to the check) but you must grapple it beforehand.

Sleight of Hand can be folded into other skills: Entertain into Acrobatics, Hide Item into Stealth or Deception, Pickpocket into Thievery (new skill). Disable Device can be folded into Thievery or Craft (related to the item being disabled/sabotaged).

Additional (optional) rule about skill points expenditure: a character could spend skill points to specialize in a subskill (a particular use of one skill), gaining, for each point spent, +2 to the skill (when compared with his regular use of the skill) for this use only. He's still limited in the number of points he can allocate to the skills: the sum of the points spent in one skill and its subskills can't exceed his level. For instance a 5th-level fighter could invest in Athletics thrice and specialize in Climbing twice, gaining +3 to Athletics checks and +7 to Climb checks.

Concentration can be used to keep concentrating on a spell while doing something else (for instance: DC 5+spell level for a move action; +10 for a standard action; +20 for a full-round action) or to keep concentrating on several spells at the same time (DC 10+level of each spell). Spending one round concentrating could also give the character another save on an ongoing spell with a Will save (DC 15+spell level).


PRD wrote:


Benefit of the Profession Skill
You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.

Equipment
Clothing: Artisan's outfit = 1 gp; Peasant's outfit = 1 sp
Inn stay (per day): Good = 2 gp; Common = 5 sp; Poor = 2 sp
Meals (per day): Good = 5 sp; Common = 3 sp; Poor = 1 sp
Hireling: trained = 3 sp per day; untrained = 1 sp per day

Weekly wages = half of average check results for a character with average wisdom and maxed-out ranks in the skill. Somewhat rounded, this gives:

- level 1 = 7gp
- level 10 = 12gp
- level 20 = 17gp
And it's sometimes less, sometimes more.

Daily expenses for food and lodging (only), assuming three meals per day: Good = 3.5gp; Common = 1.4gp; Poor = 0.5gp
Per week: Good = 24.5gp; Common = 9.8gp; Poor = 3.5gp

A level 20 character with his Profession skill maxed out (a rarity at this point) can't even afford good accomodations?
And untrained laborers and hirelings don't earn enough for more than a single meal of poor quality per day?
People should be able to earn enough to live, buy clothes and day-to-day healing, get a little pocket money, and make long-term projects (buying a shop, for instance).

Hmm... unless I'm mistaken (I could be, as these earning could be after all expenses are paid), I guess a little overhaul is needed here.

Here’s a list of professional titles I just came up with, and their daily wages (and conditions for gaining that much). These are related to Craft skills, other skills might have different work conditions.

  • Untrained workers (no rank in the skill)
    - daily wage is 10% that of a Journeyman
    - work efficiency is 5% that of a Journeyman
  • Apprentice (1 rank):
    - daily wage is 30%
    - work efficiency is 50%
  • Journeyman (2 to 5 ranks):
    - daily wage is 100%
    - work efficiency is 100% (use the Core rules to determine crafting time)
    - must live in Common or better accomodation (or own their lodging)
    - must have a mean to sell products (owning a wagon, loaning a shop, etc.)
  • Master (6 to 10 ranks):
    - daily wage is 200%
    - work efficiency is 150% (they know how to cut costs and times)
    - must live in Good accomodation or own their own lodging/shop
    - must have (and pay) at least one Apprentice
  • Grandmaster (11 to 15 ranks):
    - daily wage is 500%
    - work efficiency is 200%
    - must live in Good accomodation and own their own lodging and shop, and sponsor a caravan (making rounds for local markets)
    - must have appropriate clothing (equivalent to a Courtier’s outfit)
    - must have (and pay) at least one Journeyman and five other employees
  • Legend (16 ranks and more):
    - daily wage is 1500%
    - work efficiency is 250%
    - must live in Good accomodation and own their own lodging and several (or one large) shops and/or caravans and/or ships
    - must have appropriate clothing (equivalent to a Noble’s outfit)
    - must have (and pay) at least one Master and ten other employees

Average wage for a Journeyman: 10gp per work day
Average cost for a shop: 10000gp; average daily loan cost: 5gp
Some professions earn more, some earn less. Some halmets have lower living costs and salaries, some cities have higher ones.


Louis IX wrote:
Average wage for a Journeyman: 10gp per work day

Thinking back about this, it's interesting to keep the variable wage, reflecting the worker's ability.

Make a skill check (of the skill most relevant to the job) for the duration (day, week, month). Once the check has been made, it can't be tried again. You can only gain the benefit of Aid Another if those aiding you work with you for the whole duration. If the check has been made for a week of work, multiply its result by the number of work days per week; if made for a month, multiply by the number of work days for that month. Your wage is half this result in gold pieces, multiplied by your daily wage factor - with this formula, an average Journeyman (3 or 4 ranks) gains 8.5gp per work day. This is for Crafters mainly, and only when not taking into account the actual items made (if you want to follow that road, we can dig up the book's rules for Crafting).

I have yet to come up with other formulas for people in Entertainment, Military, or Administrative careers. The end result should be the same for the same average character.

What do you think about this so far?


Some other posters have keyed in on some of the larger points, but I felt this one should be noted.

Quote:
Animal Handling: new skill, folds Handle Animal (Wis) and Ride (Dex) - but select one species each time

You just turned a useless skill into a REALLY useless skill. Molding Handle Animal and Ride into a single skill is a great idea, but limiting it to a single species (or even category of species) is simply a waste of skill points- and some classes are lucky to have 3 a level.

Personally, I'd simply roll them together and ditch the species stipulation. Realism just isn't important enough to downgrade an already crappy skill. If you don't want to do that, I'd suggest either letting the player roll for other species but take a penalty (-4 is a good option), or be treated as having half ranks (minimum 1) for checks involving other species. After all, if you're an expert on dealing with cats, I'd struggle to believe you wouldn't have at least a step up on a 5th grader when dealing with llamas.

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