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Secondary skills within earlier editions of Dungeons & Dragons and their more recent retro-clones are a commonly debated inclusion. While many who implement such systems use these ‘skills’ merely as a role-playing device, or to flesh out their character to a greater extent, I would suggest considering a system whereby these professionals are benefitted in some small way.
Secondary skills within earlier editions of Dungeons & Dragons and their more recent retro-clones are a commonly debated inclusion. While many who implement such systems use these ‘skills’ merely as a role-playing device, or to flesh out their character to a greater extent, I would suggest considering a system whereby these professionals are benefitted in some small way.
I: Earning Some Coin
The
two tables below may be used in times of non-adventuring when adventurers wish
to earn some extra coin. First, determine the character’s background or
secondary skill (pg. 12 AD&D DMG).
Next, roll on Table I: Locating Paid
Work. In my campaigns I would roll on Table
I for each week paid work is sought. This presumes the adventure is located
within a substantially sized town or city. But you, fellow DM, may change this
period to a daily rate or even a monthly rate depending on the value of coinage
in your campaign.
Table I: Locating Paid Work (Roll 1d6)
D6 Result
|
Outcome
|
1
|
Failed
to locate work
|
2-3
|
Located
minimal paid work (roll once on Table II)
|
4-5
|
Located
consistent paid work (roll twice on Table II)
|
6
|
Located
ample paid work (roll thrice on Table II)
|
When
it has been determined whether work has been located, and if so, how much work,
roll on Table II: Earnings. Some
results from Table I will
necessitate multiple rolls on Table II.
If so tally the results to determine the total earnings for that week.
Table II: Earnings (Roll 1d6)
D6 Result
|
Outcome
|
1
|
Earned
a wage of 1d4+2 copper pieces
|
2-3
|
Earned
a wage of 1d8+2 silver pieces
|
4-5
|
Earned
a wage of 1d4+2 gold pieces
|
6
|
Earned
a wage of 1d8+2 gold pieces
|
Example:
Tuscott
Irontooth has a background as a carpenter. He seeks work for two weeks between
adventures. The DM (or optionally the player) rolls 1d6 per week on Table I. The result is 1 and 5.
Consulting Table I, Tuscott fails to
find work on the first week, but on the second locates some ‘consistent paid
work’. Rolling twice on Table II, he
earns a total of 4 gold pieces and 6 silver pieces. Tuscott then remembers why
he took up adventuring in the first place: carpentry is not as lucrative as
adventuring! Thereafter he locates another dungeon to plunder.
II: ‘I Am After All, Skilled’
Some
professions such as a trader, a locksmith or a gambler may infer benefits
within an adventuring context. The DM may wish to afford a small modifier to
certain tasks based on the character’s profession. For example a trader may add
an additional +1 modifier to reaction rolls based on his cheery disposition and
experience when dealing with humans, a locksmith may possess additional skill
with bypassing non-magical locks, while a chandler will be able to make candles rather than pay for them.
In
these ways secondary skills provide some minor mechanical benefits, while
retaining the broad role-playing possibilities traditionally associated with
these ‘skills’. For those who wish a more granular system, everything herein
can be modified to suit one’s personal sensitivities.
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