No seafaring occupations
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- Ill-Fated Peasant
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No seafaring occupations
No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?
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Re: No seafaring occupations
Those folks are smart enough to not go into a dungeon?
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Re: No seafaring occupations
I noticed that as well. I figured that if Trapper or Hunter came up, I would've allowed the character to be a fisherman if he so wanted (and if it could fit in the background of the setting)chokehazard wrote:No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?
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- Chaos-Summoning Sorcerer
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Re: No seafaring occupations
Yeah, they know how dangerous the sea is. Why tempt fate in a cave?GnomeBoy wrote:Those folks are smart enough to not go into a dungeon?
- finarvyn
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Re: No seafaring occupations
Well, actually it would be nice ultimately if every DM made up his own occupation table based on his own campaign and treated the rulebook version as an example.
Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.
The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.
Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.
The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.
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- Deft-Handed Cutpurse
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Re: No seafaring occupations
Maybe someone can make up "The Mother of All Occupation Charts."finarvyn wrote:Well, actually it would be nice ultimately if every DM made up his own occupation table based on his own campaign and treated the rulebook version as an example.
Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.
The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.
Homebrew occupation charts are not a bad idea, but it also might be nice to have a slightly longer official chart. There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed. For example, I don't see Fisherman, Sailor, Dyer, Thatcher, Farrier, Carpenter, Cartwright, Miner, Mason, or Shoemaker in the list, just to name a few.
But, you are probably right that the list is meant to be a representative sample and not necessarily comprehensive.
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- JediOre
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Re: No seafaring occupations
How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
For example, the main table roll comes up "farmer." The sub-table may have "temperate crops," "figs," "vineyard," "migratory worker," "banana, "tobacco," and so forth.
Just a thought.
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Re: No seafaring occupations
I like this idea and give it +1, but I don't think it is going to fly.JediOre wrote:How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
For example, the main table roll comes up "farmer." The sub-table may have "temperate crops," "figs," "vineyard," "migratory worker," "banana, "tobacco," and so forth.
Just a thought.
In the "Post Your Characters" thread at: http://www.goodman-games.com/forums/vie ... 78&start=0 Joseph said the following.
So, perhaps it is best for it to be one table and allow the player to flesh out which type of farmer he/she is, or what kinds of things he/she smuggles, etc.goodmangames wrote: Not a bad idea although I am trying to limit "choice" early in the game. This might just be me personally but I really like the idea that people can roll up characters in literally 5 minutes. Then you get to know the character as you adventure with him. The more choices are involved up front, the longer things take and the more a player tends to "always run the thief."
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- Far-Sighted Wanderer
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Re: No seafaring occupations
In an attempt to give our upcoming DCCRPG game more of a pulp fantasy feel, I replaced the demihuman occupations with the following, which include some nautical occupations:
Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)
Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)
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Re: No seafaring occupations
I hope the albatross isn't dead...jamescbennett wrote: Elven sage => Mariner (Crossbow, Albatross)
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Re: No seafaring occupations
That depends on the character's Luck score.mythfish wrote:I hope the albatross isn't dead...
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Re: No seafaring occupations
These are great! I think I'll be stealing these for my own campaign!jamescbennett wrote:In an attempt to give our upcoming DCCRPG game more of a pulp fantasy feel, I replaced the demihuman occupations with the following, which include some nautical occupations:
Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)
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Re: No seafaring occupations
Thanks Reverend. If you do, let me know how it works out for your group.reverenddak wrote:These are great! I think I'll be stealing these for my own campaign!