So I have a problem … and his name is Bing.
He was a hapless village idiot roped into joining a
bandit gang, whom the player character heroes not only spared, gave him a
shortsword and a lantern and adopted into their party.
But he’s an idiot.
A babbling idiot going on about Ostler won’t let him nap in the Inn back
home, and how his ma doesn’t like him causing a ruckus or getting into
fights. But he’s a likeable idiot, so I
guess he’s along for the ride …
The players are very excited he’s gaining XP, and is
now ready to level up. They can’t wait
to find out if he’s going to take Warrior or Thief as a class.
Sorry folks, he’s going to be .. a 1st
level Village Idiot.
Huh?
Well, he’s an NPC and is uncomfortable fighting
(although he did stab a bandit that was threatening the party cleric, which
cemented the group’s loyalty to him), and isn’t smart, or brave. He’s just a common-folk kind of fellow and
wants to go back to his village at some point.
And then it occurred to me – the DCC Core Rules talk about 1st
or 2nd level NPC farmers or merchants. Let’s lean into that. Let’s make a class table that has the worst
attack bonuses, saving throws, or action dice of every PC class, and then let’s
give them a unifying class ability that make a 2nd or 3rd
level blacksmith somewhat useful in the world..
3rd edition Dungeons & Dragons had in
the DMG the NPC classes of Commoner, Noble, Expert, Warrior and Adept – this is
like that, all rolled into one. Each ‘class’
that the common-folk take is just a descriptive name and a selection of a group
of occupation skills or limited class ability.
Merchant? Bonus to haggling,
selling, and maybe even gathering news in town.
Man-at-arms? Bonus to attack. Hedge Wizard?
Arcane casting and a limited number of spells. Village Idiot? Just Lucky and can spend their Luck 1-for-1-point
and recover it.
What do you think?
I’m figuring Bing gets to be of limited use without outshining the PCs
who are the same level. Have I done
right by Bing? Drop me a note to archadethered@gmail.com.
Common-Folk Class
You are no hero.
You aren’t an adventurer, a reaver, a cutpurse, a heathen-slayer, a
tight-lipped warlock guarding long-dead secrets. You are just trying to get by in a dangerous
world, survive, and find a bit of contentment.
This is the class that common-folk take, but they
might use different names for the class – man-at-arms, hedge wizard, initiate,
merchant, cutpurse, farmer, or maybe even village idiot. The name can be descriptive, but regardless all
Common-Folk follow the same class rules.
Remember that Common-Folk might gain XP practicing
their craft, such as 1 XP per growing season, or the equivalent as well as
overcoming hardships. Someone who has been
in their profession for 10 years is likely 1st level, or 30 years
and survived a couple of wars ravaging their village might be 2nd
level.
The Judge may decide that levelled-up Common-Folk get
the same benefits as a levelled Player Character for Bleeding Out or Rolling
the Body – totally up to them.
Hit Points: Regardless of
their occupation or class name, common-folk gain 1d4 hit points at each level.
Weapon Training: Common-folk know
how to use a dagger, staff, or club, and any preferred weapon provided by their
occupation.
Alignment: Common-folk come
from all walks of life, and can be of any alignment.
Class Bonus: Upon achieving 1st
level, the Common-Folk NPC will pick one class ability – either an occupation
to receive skill bonuses to applicable groups of skills (so farmers might have
a skill bonus to grow crops, appraise animals, or predict the weather for the
next day), or *one* class skill or ability.
A Cutpurse might have training and a bonus to the Pick Pocket skill, or a
Spy might have Sneak and Hide, or a Village Healer might have the ability to Lay
On Hands, or a Hedge Wizard might have the ability to cast idol or arcane
magic. But only one skill or class
ability.
A
Common-Folk person of military bent can use their Class Bonus instead of their
regular attack bonus to hit, whichever is higher.
If a Common-Folk
takes idol or arcane magic casting, their Class Bonus is their casting bonus
*and* the number of spells they know or can memorize, which is much less than a
player class might have. Their maximum
spell level of spells they may know at each level is detailed in the table
below.
Common-Folk
can’t take the Thief or Halfling Luck class ability as written (although they
can take a simpler version called Lucky, where they can expend points of Luck
for +1 bonuses, and Luck will be regained at a rate of 1 point per level).
Luck: A Common-Folk character that has a positive Luck score can add it to one of their saving throws, of their choice.
Level |
Attack |
Crit Die/Table |
Action Dice |
Class Bonus |
Max Spell Level |
Ref |
Fort |
Will |
1 |
+0 |
1d6/I |
1d20 |
+1 |
1 |
+0 |
+0 |
+0 |
2 |
+1 |
1d6/I |
1d20 |
+2 |
1 |
+0 |
+0 |
+0 |
3 |
+1 |
1d8/I |
1d20 |
+3 |
1 |
+1 |
+1 |
+1 |
4 |
+1 |
1d8/I |
1d20 |
+4 |
2 |
+1 |
+1 |
+1 |
5 |
+2 |
1d10/I |
1d20 |
+5 |
2 |
+1 |
+1 |
+1 |
6 |
+2 |
1d10/I |
1d20+1d14 |
+6 |
2 |
+2 |
+2 |
+2 |
7 |
+3 |
1d12/I |
1d20+1d16 |
+7 |
2 |
+2 |
+2 |
+2 |
8 |
+3 |
1d12/I |
1d20+1d20 |
+8 |
3 |
+2 |
+2 |
+2 |
9 |
+4 |
1d14/I |
1d20+1d20 |
+9 |
3 |
+3 |
+3 |
+3 |
10 |
+4 |
1d14/I |
1d20+1d20 |
+10 |
3 |
+3 |
+3 |
+3 |
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