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=NPC Levels=
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=Commoners and Levels=
  
In Alia, a Level 1 NPC is an untrained teenager.  All NPC's advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age.
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In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.   
  
 
==Daily Life Experience Awards==
 
==Daily Life Experience Awards==
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==Experience Rate==
 
==Experience Rate==
  
Depending on a particular character's profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale. People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher. 
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Depending on a particular character's profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year.
  
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.
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For example: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.  
  
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.
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==Age and Level==
  
==Age and Level==
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People begin to accumulate experience at the lowest age for the start of an adventuring career, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC's level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart.
  
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC's level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart.  
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For example a 40 year old farmer, with an xp rate of 250, has 24*250 = 6000 xp, and will be fourth level. If we break down the age catagories for humans who earn 250xp per year:
  
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level. If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be:
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16-19 1
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20-27 2
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28-39 3
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40-55 4
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56-75 5
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  76+  6
  
20 children (ages 1-15)
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Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.
10 level 1,
 
15 level 2,
 
20 level 3,
 
20 level 4, middle aged
 
10 level 5, old
 
  5 level 6, venerable 
 
  
(With the older members applying age modifiers to ability scores).
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For a typical group of 70 people this would lead to
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15 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 9 level 5, and 5 level 7.  All commoners, with the older members applying age modifiers to ability scores.
  
==Ability Scores of Non Heros==
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==Abilities of Non Heros==
  
Average people have average scores, three 10's and three 11's.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability score.  Typically, this is a 13 in an appropriate ability score and 5 10's (also 15 points).
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Average people have average scores, three 10's and three 11's.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10's (also 15 points).
  
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==
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==Experts, Nobles and Heroic Classes==
  
The Aristocrat class should apply to NPC's who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.   
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The Noble class should apply to NPC who have access to better than common training and upbringing (no blood requirements), usually actual nobles or families of rich merchants that have the equivalent lifestyles.   
  
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.
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The Expert class should be applied to skilled craftsman or professionals.  In general someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.
  
Warriors may be used for NPC's that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers.  
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Warriors may be used for NPC's that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters and possibly, thugs and brawlers.  
  
 
Adepts may be used for NPC's that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.
 
Adepts may be used for NPC's that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.
  
Heroic classes, of course, are available to NPC's but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.
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Heroic classes are available to NPC's as well, usually they are a mark of a change in lifestyle. A retired adventurer may have gained a few commoner levels on top of his heroic classes.
 
 
==Mixing of Heroic and NPC classes==
 
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.
 
 
 
==Long Lived Races==
 
 
 
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.
 
 
 
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels for onset of middle age are as follows:
 
 
 
Race    Adult Midage    XP Level
 
Human      15    35  5000    3
 
Dwarf      40    125  21250    7
 
Elf        110    175  16250    6
 
Gnome      40    100  15000    6
 
Half-elf    20    62  10500    5
 
Half-orc    14    30  4000    3
 
Halfling    20    50  7500    4
 
 
 
Older NPC's and NPC's with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.
 
 
 
===Dwarves===
 
 
 
Adult male Dwarves typically have heroic class levels and fairly high xp rates (500xp to 1000xp or sometimes more).  Adult female dwarves (cloistered) also typically have heroic class levels but have lower xp rates (250xp-500xp).
 
 
 
==Leadership Feat and Followers==
 
 
 
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.
 
 
 
==Example NPC's==
 
 
 
===Jarl Jorgen===
 
 
 
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:
 
 
 
str 10, dex 9, con 10, int 12, wis 12, cha 12.
 
 
 
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats.
 
 
 
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).
 
  
Feats: Leadership, Mounted Combat, Persuasive, Negotiator
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==Non humans==
  
Proficient with: all armor, shields, simple weapons, martial weapons.  
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Long lived elves, have potentially very high NPC class levels if given a high xp rate. This tendancy is countered by the following:
  
===Good wife Emily===
 
  
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She's a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she's a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11's physical, 10's mental.  She's venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.
 
  
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.
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==Example of a Commo
  
She has 44 skill points to allocate and 4 feats.
 
  
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).
 
  
Feats: Skill Focus (+3) in her four skills.
 
  
Emily is a very accomplished farmer, weaver and potter, but she isn't much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter).
 
  
 
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