Saturday, May 11, 2019

Preliminary to Instruction/Training Rules

This is food for thought.  A lot of the links here won't work for a few days, but I want to get a response on the base information.  The problem has always been to fold ordinary persons into the levelled class system without having to ignore the powers and hit points of that system.  After a lot of thought, I've been feeling of late that I can put this together at last.

Commoner

Representing the bulk of human inhabitants within a civilized region, often possessing a single sage ability of some type, such as farming, fishing or herding. Many other humanoids will also have commoners among their number, but among demi-humans and more primitive humanoids it is far less common to have persons with so little skill in armed combat.

As non-levelled persons, commoners have only as many hit points as their body mass provides, typically 1d8 for males and 1d6 for females. Commoners will die if damage reduces them below -3 hit points.

As combatants they are very poor. They have a morale ranging between 9 and 12, which they must succeed at before they will find the will to enter a combat. Otherwise they will flee, cower or surrender, depending on the circumstance.

Commoners are only able to fight with tools that they use every day, and suffer a -1 penalty to hit even with those. These usually function as a club causing 1-4 damage. With any other weapon they will suffer a -6 penalty to hit. They usually cannot afford armor and are far too clumsy to fight in it anyway. If over 21 years of age, roll 2d6 + 1d4 to determine their ability stats, if these are needed. Younger commoners may yet have better potential, and 3d6 can be rolled for their stats.

A great many hirelings will be commoners, and may find that because of their association with a player party that they will have to fight for their lives. A commoner can gain experience, but in calculating the shared experience bonus, they count as only ⅛th share.

If a commoner is able to accumulate as much as 200 x.p. (which they may gather through accident, injury or combat), they will become hardened; thereafter they are known as comrades.

Anyone with the minimum necessary ability stats, the financial means, a tutor and sufficient time ~ usually a minimum of 5 years ~ may become a character class. This is rare for an adult, as usually only children, between 10 and 13 years of age, are chosen by sponsors.

A player character that has studied instruction may tutor any commoner, if they so wish.

Comrade

These non-levelled characters are tougher and more worldly than commoners. They have more control over their bodies when under stress and always have a standard morale. Often they will possess a mundane sage ability like a commoner, while having a secondary skill they’ve learned, such as foraging, make art, prospecting, sailing or woodcutting. Most in these professions will be comrades rather than simple commoners.

As non-levelled persons, comrades gain a +1 bonus to their hit points above those that their body mass provides, so that males will typically have 2-9 h.p. while females will have 2-7 h.p. Comrades will die if damage reduces them below -3 hit points.

As combatants they are helpful. They do not need to make a morale check before entering combat. They have a 21 THAC0, and are proficient in either a club or a quarterstaff. They suffer a -5 penalty to hit with any other weapon than the one they know. They are able to fight in a helmet and padded armor, but cannot usefully manage a shield. Roll 3d6 to determine their ability stats, if these are needed.

Hirelings that are artisans or heavy laborers will almost always be comrades. Comrades start with zero x.p. and can gain experience, but in calculating the shared experience bonus, they count as only ⅕th share.

If a comrade accumulates 400 x.p. (through accident, injury or combat), they are considered experienced enough for training to be a footman or other man-at-arms. They cannot further advance as combatants, or in other character classes, without this training.

Anyone with the minimum necessary ability stats, the financial means, a tutor and sufficient time ~ usually a minimum of 5 years ~ may become a character class. This is rare for an adult, as usually only children, between 10 and 13 years of age, are chosen by sponsors.

A player character that has studied instruction may tutor any comrade, if they so wish.

6 comments:

  1. I like this framework a lot. The commoner/comrade division makes a lot of sense and works elegantly.

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  2. How does this interact with your rules for NPCs by "social class?" Or have you updated those on the Wiki?

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  3. Those ideas predate the "sage tables for everyone" concept, and I believe the body points also, though I'm not sure. So I'm more or less abandoning the idea of basing characters on scaled ability stats. The format I'm working on now will be the new standard.

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  4. "Comrade" replaces the old concept of "combat-trained," correct?

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  5. Yes, and at the same time, no. My plan is to divide the morale categories from two layers into three. A step above comrade will be men-at-arms. The "combat trained" passages of the morale page will need some adjustment, but I had planned to rewrite the page anyway. My work on the wiki for the last few months has been on player characters and naval combat. I'm going to work on The Adventure for a while.

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  6. This is really fantastic stuff!

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