For Portuguese Version of This Topic/Para Versão em Português:
In
Dungeon Crawl Classics Role-Playing Game (DCC RPG), when you create a character,
you roll one time in a table for defining your occupation (or you can choose,
depending on the Judge). Furthermore, this roll also defines the character
race.
Because
it tries to be as simple as possible as an OSR system, there is no selection of
skills as it exists in the modern versions of Dungeons & Dragons,
Pathfinder or in GURPS.
When
you’ll do a task that demands a test, the fact of having some knowledge in the
area tested defines the dice to be rolled, in addiction to that, there can be a
higher bonus for the roll depending on how much the task is related with the
character context. According to official rules, characters that have more
affinity in the area related to the roll (because of his/her occupation, for
example) may use a “trained” skill check rolling 1d20 to see the result
(applying the attributes modifiers and other circumstantial bonuses). Example:
a weaponsmith that wants to make a sword will roll 1d20 with all pertinent
modifiers.
In
case the character have an occupation that does not have affinity with the test
to be rolled, he/she will make an “untrained” skill check, rolling 1d10 instead
of 1d20. If by any reason, there is some indirect relation between the
occupation and the required check, he/she will get a +2 circumstantial bonus
for that check.
Having
an occupation means you’re trained in that area, allowing you to roll related
checks with better dice, which increases the rate of success.
In
my group, the players hypothesized the idea of paying tutors between adventures
to get new occupations, similar to do a training. It would expand their game
capabilities.
I
thought the idea interesting and created a table of training costs for a
character for each type of occupation (after all, the training cost to become a
calligrapher is much different of becoming a ranger).
I
established the cost of the training as weekly. The complete training demand
different time (in weeks) for each occupation, but it can be divided in 1 week
intervals (to make it easier to use in the “between adventures” time). I
considered the time of 1 week, thinking in at least one period of day spent in
training.
I
made a research in old D&D products and tried to adapt the costs for DCC
RPG as described in the table below. I used only the occupations which would be
more interesting for the players (other can be invented by the group).
Occupation
|
Weekly
cost
|
Number
of Weeks
|
Difficulty of finding a tutor
|
Butcher
|
3 gp 5 sp
|
4
|
Easy
|
Alchemist
|
35 gp
|
16
|
Very Hard*
|
Beekeeper
|
14 gp
|
4
|
Medium
|
Apothecarist
/ Pharmaceutist
|
25 gp
|
16
|
Very Hard
|
Armorer
|
14 gp
|
12
|
Easy
|
Weaponsmith
|
14 gp
|
12
|
Easy
|
Artisan
|
7 gp
|
4
|
Easy
|
Confidence
artist
|
3 gp 5 sp
|
4
|
Easy
|
Astrologer
|
21 gp
|
8
|
Medium
|
Barber
|
7 gp
|
4
|
Easy
|
Hunter
|
14 gp
|
8
|
Medium
|
Wainwright
/ Wagoner
|
14 gp
|
8
|
Medium
|
Fortune-teller
|
14 gp
|
12
|
Hard
|
Counselor / Lawyer / Herald / Barrister
|
21 gp
|
8
|
Medium
|
Weaver / Tailor
|
3 gp 5 sp
|
8
|
Medium
|
Leatherworker
|
14 gp
|
12
|
Medium
|
Grave digger
|
3 gp 5 sp
|
4
|
Easy
|
Cooker
|
3 gp 5 sp
|
8
|
Easy
|
Mushroom-farmer
|
14 gp
|
12
|
Hard
|
Healer
|
21 gp
|
16
|
Medium
|
Engineer
|
14 gp
|
16
|
Very Hard
|
Scribe
|
7 gp
|
8
|
Easy
|
Cartographer
/ Geographer
|
14 gp
|
12
|
Hard
|
Bowyer /
Fletcher
|
14 gp
|
12
|
Medium
|
Trapmaker
|
21 gp
|
12
|
Hard*
|
Rope
maker
|
7 gp
|
8
|
Medium
|
Locksmith
|
21 gp
|
16
|
Very Hard
|
Watchmaker
|
21 gp
|
16
|
Very Hard
|
Poison
maker
|
35 gp
|
16
|
Very Hard*
|
Falconer
|
35 gp
|
16
|
Very Hard
|
Chest-maker
|
7 gp
|
4
|
Easy
|
Farmer
(specific type)
|
3 gp 5 sp
|
8
|
Easy
|
Blacksmith
|
7 gp
|
12
|
Easy
|
Herbalist
|
35 gp
|
16
|
Very Hard
|
Historian
|
14 gp
|
16
|
Very Hard
|
Gardener
|
3 gp 5 sp
|
4
|
Easy
|
Jeweler
|
21 gp
|
12
|
Medium
|
Woodcutter
|
3 gp 5 sp
|
4
|
Easy
|
Mathematician
/ Accountant
|
14 gp
|
12
|
Hard
|
Mariner
/ Navigator
|
14 gp
|
12
|
Medium
|
Merchant
/ Trader
|
7 gp
|
8
|
Easy
|
Miner
|
7 gp
|
8
|
Easy
|
Miller /
Baker
|
3 gp 5 sp
|
8
|
Easy
|
Priest /
Beadle / Vicar
|
3 gp 5 sp
|
12
|
Medium*
|
Herder
(specific type)
|
3 gp 5 sp
|
8
|
Easy
|
Stonemason
|
3 gp 5 sp
|
8
|
Easy
|
Cheesemaker
|
3 gp 5 sp
|
8
|
Easy
|
Cobbler
|
7 gp
|
8
|
Medium
|
Cooper
|
3 gp 5 sp
|
8
|
Medium
|
Weaver
|
7 gp
|
8
|
Easy
|
Dyer
|
7 gp
|
4
|
Easy
|
Animal
trainer
|
21 gp
|
16
|
Very Hard
|
Glassblower
|
21 gp
|
12
|
Medium
|
Shaman
|
35 gp
|
16
|
Very Hard*
|
*Maybe the tutor will require a special task/item
for this kind of training.
|
Time
is important as a limit factor for quantity of occupations. As a general rule,
I limit the number of occupations a character may have to his/her level, besides
the initial occupation (for example: a level 3 character may have 3 occupations
besides his initial career).
It’s
good to note that the difficulty on finding a tutor may vary depending on size
and population of a determined location. For example: in a dwarven community it
is easier to find a weaponsmith, a miner and a blacksmith than in an elven
village. The difficulty to find a tutor/master/professor (I suggest a
Personality or a Luck check) in a medium size city with a mixed population
would be: Easy: DC 5; Medium: DC 10; Hard: DC 15; Very Hard: DC 20. The greater
or smaller the city, you could consider a bônus or penalty in the check of +/-2
for each difference on size. In relation to populational type, if an occupation
is more rare or more common between a determined race, I suggest giving a bonus
or penalty of +/-5 in the search for tutor check.
Furthermore,
the Judge may demand an attribute or skill check every week to see the
progression of learning that occupation.
Finally,
I wrote these house rules to see if I could help the fans of this system.
Feel
free to modify or use these rules as you wish.
Thanks
again, Sorry for the poor english.
Nuhuine Shadowmage
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