Fizban
2021-06-29, 03:53 AM
So a recent thread got me thinking about 3.x's city generation and demographics rules again, and how to fix them. Now don't get me wrong, I love them for the most part, but they also use a flat list of PHB classes while also generating a bunch of weirdly high level members of NPC classes. I went looking for something I remembered reading in the old Frank and K stuff and ended up re-reading Races of War and Dungeonomicon (before needing to google up the three economies, which weren't part of that series apparently and had what I was actually looking for).
Specifically I was looking for their numbers on caloric requirements, which I eventually found (here (http://forum.candlekeep.com/topic.asp?TOPIC_ID=10821)), because I remembered they made a point about adventurers requiring a bunch more food, which would in turn be very useful for determining how many adventurers a place could actually support (the part wish economies I don't agree on or care about). The numbers I found were 1,000C for peasants, 2,000C for specialists, and 5,000C for adventurers.
The problem is that these numbers rather offend modern sensibilities, and aren't really accurate over long-term. Telling people they can't just play some mysteriously perfect ascended street urchin is one thing, but telling them their Good-guy champion of the people needs to eat five times what the vast majority of the population is scraping by on, is not fun. And while I know bodybuilders each a ton (and spend hours and hours working out every day), and modern soldiers likely eat quite a bit more on duty, the fact remains that even super elite physical people today don't eat that way from birth. And furthermore, the "intellectual" caster classes aren't bodybuilders, so blanket assigning them the same caloric requirement is ridiculous. And farming is a labor intensive activity that would require more calories. This breakdown might work for an aggressively Iron-Age setting where peasants are constantly oppressed, but not for what I'd call modern DnD.
So Dungeonomicon is very heavy on its re-conceptualization of DnD as an Iron Age setting. In addition to the numbers from this post, they say tax rates should be 50-100%, and directly equivocate taxes with repeated raiding and particularly looting. But I've read plenty of things that say, no, medieval taxes were more like 20%, and people giving those numbers are vastly overexaggerating. 20% is the number the DMG uses, and the presentation of most DnD worlds is a late faux-medieval one. Focusing on combat = Heroism and puny peasants not mattering, sure, those caloric numbers and an Iron-Age aesthetic work. But not for normal DnD.
So really, these numbers aren't nearly as helpful as I was hoping. Considering the tiny number of adventurers, and expected ratio of 1/10 people being specialists (non-commoners), and half the expected party being casters, all it really says is that peasants usually get the shaft and a few people at the top are eating a ton. Nothing new there. While rather screwing the sensibilities of most players, who don't want the type of setting they're pushing here. We can't link Elite stats to food without either making all specialists Elite, or making players feel bad.
So instead, the background for adventurers shall only require them to have a specialist level upbringing. Specialists get more food than peasants, but not literally double (say 1.5kC or less, then 1.5kC to 2.5kC), and there is of course wiggle room where particularly prosperous farmers might eat very well every day, while down on their luck or not so skilled specialists and townies are actually eating poorly. Your character can have any background you want, as long as they weren't starving for most of their childhood, or they got some sort of magical fluff nutrition fixing growth potion later. Highly physical people who use those bodies often should probably eat more, particularly starting in their teenage years as they build up those muscles, but I'm not going to draw up new ration requirements or change the price of rations.
But then, from where do Elite stats come from? Elite stats will simply have to be linked to PC classes: An exceptional member of an NPC class might have Elite stats for some reason or a PC-classed one with Average, but generally the people with Elite stats are the ones who get the training to enter PC classes, because the people training them only take those with the most promise. Only a particular dearth of trainers or option in students will cause mismatches.
If all of that seems like a lot of work to end up exactly back where we started: Yes, yes it was.
Speaking of taxes and 20%, that reminds me of the Aiel in Wheel of Time and their "fifth." When they win a battle and loot a place, they take 1/5 of the wealth, and the leader's share is 1/5 of that wealth. (Which I'm pretty sure was based on some historical precedents as well). So if 1/25 of the wealth belongs to the person at the top, we can calculate how much cash the people at the top have, if not necessarily the value of all their buildings and businesses: they'll control 1/5 of the ready cash that the entire population center has.
Values for "average" (center-range) population centers:
-Thorp: 25, hamlet: 38, village: 260, small town: 2,320, large town: 21,000
Cities and larger have multiple power centers, as in multiple people in charge, so divide accordingly:
-Small city: 127,500, large city: 493,333, metropolis (40k is popular): 2,000,000.
And those numbers seem. . . surprisingly workable. Remembering that there should be no more than one metropolis per very large area, really one or two per campaign setting unless you're running something actually as huge as Forgotten Realms, that's fine. The four most powerful people in the most powerful city can call up on 2 million gp worth of movable assets at any one time.
That may sound ridiculous, but it's only the WBL of ten 15th or about three 20th level PC adventurers (who have about 4x the NPC gear). The city itself sports some 40 highest level NPCs, whose individual gear totals about 2,000,000 not counting the lower level NPCs. Their income is measured in taxes*, their outflow is measure in things like armies and castles, and their ability to turn that cash into anything is still limited by the people that can turn cash into things. The biggest problem with these numbers is that revealing them to your players will cause them to expect much higher rewards from people in larger cities. But that would assume they're working for the most powerful person, on something important enough to command a significant expenditure, in one of the few largest cities in the land. There is the "it's the end of the world and you're only giving me $10?" problem, but that was always there anyway.
This number could be further lowered by adding some loss, so that while they're supposed to get 20% of 20%, they actually end up getting more like 10% due to corruption on the way there.
*To calculate rate of replenishment, decide how much money people actually make so you can calculate taxes!
Those ready cash values from the DMG are based on the gp limit for individual items in that city. A completely arbitrary cutoff with little respect for the actual magical or industrial crafting ability of any individuals, but also a convenient statement of relative wealth capacity. A city of larger size has people that can buy/sell more expensive things, measured by the gp limit, and despite always having people at the bottom the overall "average" wealth per person goes up. The calculation is 1/10 times half the gp limit, which seems reasonable: 1/10 is the number of specialists, and enough money to buy one thing of half the most expensive thing sold again *sounds* reasonable as an average of all the people with spending money. No idea if it actually *is* or not, but seems good enough to me.
So, about that number of high level NPCs.
The easiest thing to fix here is the rigid PHB list- It's no longer the 11 specific PHB classes, it is now 10 or 12 PC classes of your choice.
The second problem is the ridiculous NPC class rolls: Commoner is 1d4+CM, Adept, Aristocrat, and Expert 1d6+CM, and Warrior 1d8+CM. Each NPC class gets twice as many rolls as a PC class would get.
Though really, to preserve ratios, the Commoner should get 100 rolls, Warrior 5 rolls, Expert 3 rolls, Adept and Aristocrat fudge to 1 roll each. But you can't roll 100 commoners for a thorp with less than 100 population, and no one wants to roll that many commoners anyway. And if PC classed people soak up all the xp, there shouldn't be that many in the NPC classes getting levels, but it just feels weird to have the same number of them- this is why the DMG had them roll really high to generate more, but that's even weirder so no, just roll twice.
Dungeonomicon says that NPCs gain levels from doing things appropriate to their class, and since studying books is less lethal than fighting, that's why NPC spellcasters reach high levels. This is only true if you decide that's how it works. Xp is normally gained by overcoming challenges, particularly lethal or at least livelihood destroying challenges, which the vast majority of people never face enough of to level up- for PCs, with NPCs gaining it however the DM says.
But when such a situation arises, the most skilled will be called upon (or seek it out) to answer it, and the world turns even with no PCs (whose difference is marked out almost entirely by just so happening to get waaaay more treasure than NPCs did). They get xp, and eventually level up, making them capable of facing greater challenges for more xp, etc. The xp will always flow towards the few who are best able to deal with it, because most people don't want to walk out there and die. Even Dungeonomicon's own business rules acknowledge that a static location attracts Encounters, so why *wouldn't* NPCs be gaining levels from those encounters? That's where a city's high level NPCs come from: clearing out and defending the city from all sorts of problems in the background.
How many people should this be? Well, if 1/10 of people are specialists, 1/10 of that being the best of the best seems appropriate. And indeed, you get somewhere around that number with the DMG's generation. But the high level individuals are generated first.
We could instead go backwards: 1% of the population is PC-classed, split between 10 classes, and for each two of level X there are one of level X+1. But this will barely produce a 5th level character in a 40k metropolis, and that's just doesn't work with PC levels.
But it doesn't seem to make sense to have PC classes left out of the remaining population percentages. It creates a weird situation where two cities of the same rank but one with double the population (which happens at every rank on the table), will have the exact same number of 1st level PC-classed, or the larger one will even have less if they rolled lower.
So shave 1% off the Commoner value: instead only 90% of the non-rolled population is Commoners, and add a new 1% which is then divided between the PC classes.
But from there we can do some more magic: if there's a school of some sort, instead half of that 1% is shifted to whatever PC class the school teaches (two or more schools split the 1% evenly). Note that this 1% even on a 40k metropolis is only 400 people, but that's enough that you can plonk down a "wizard college" and support 200 extra 1st level wizards.
It might seem like it would be easy to change the total number of top NPCs to work off of population, but all you'd really do is either cut the smallest (and most numerous) population centers down to basically no members of PC classes (which may in fact be desireable, in which case go ahead and do it), or inflate the top even more.
But wait- dipping into Medieval Demographics Made Easy (here (https://takeonrules.com/assets/downloads/medieval-demographics-made-easy.pdf)) and comparing the baseline numbers I'm giving to PC classes (1% divided between 10-12 classes), gets very interesting. That's 1/1000-1200 for a given PC class. Which is actually more than say blacksmiths (1/1500), only half as many as carpenters (1/500), and actually twice as many as inns or tanners (1/2000). So by adding that tiny fraction of a percentage, due to the large number of discreet jobs that need doing, even a massive city ends up with "Wizard" common enough to rate against other well-known professions. So. . . maybe PC classes shouldn't gain a flat scaling percentage? Anything less than 1% is so low that you might as well just leave it at those generated from the top.
Yeah, that basically just amounts to a realization of "Hey, only like 1% of the population is PC spellcasters, but if you add another 1% because reasons, suddenly you have a bunch more!" But it puts it in really nice terms and juxtaposes it with the commonality of actual professions. And if you want to say Plant Growth should be resulting in more skilled people, then hey, here's an example of how converting even 1% of the Commoners in the biggest city to PC classes results in a lot more PC-classed.
Since the default city is humans, and humans have bonus skill points and bonus feat that allow them to multi-specialize, one could say that specialist goods in cities of other races (when they don't match the local specialties) are more expensive.
Dungeonomicon also wants to get rid of the Profession system, to which I somewhat agree and disagree. The problem is, it's extremely effective as a simplifying tool. Their business system sounds nice, having profits and operational costs limited and based on the overall "resources" and also limited by the buy limit of the local population, but also basically boiling down to just being an alternate method of framing encounters for the PCs. But it's also essentially a license to infinitely generate encounters (and again makes it weird that they say elsewhere that NPC martials can't level up without war) that only avoids breaking background NPC xp assumptions because elsewhere they insist encounter-based xp must also be removed. There's also still an easily cheesable lack of definition: the DM must already know how many competitors you will have in order to calculate what sort of profit you can make, and there is zero information on that normally. How many competitors are you expected to have? Who knows! Furthermore, you can just create a business so specific that you can't have any competitors (bring something "new" to the region), and hey look instant monopoly.
So while it has some improvements vs DMG2, and the core concept of "A business is just a stronghold which attracts encounters and you make an appropriate amount of money" is very strong, in the end it's just a bunch of extra fine-tuning that needs evaluation and still can't actually be used at scale, just for individual things the PCs create or might heavily interact with.
Expanding the wage table, now that's something I can get behind. Complaining about a "really good scullery maid" having BAB +5, and completely divorcing the concept from the skill system not so much. The level required to be good at a profession is entirely up to the DM. Bonuses of +10 can be reached with 1st level characters. As long as scullery maids have tasks of DC 20 or less and aren't under threat, your maids can all be 1st level. And the skill system which allows a solid PC-relevant connection between the game mechanics and the differences in racial capability on a macro scale is good. It's one of the things they harp on about in Races of War, races with extra HD and ability scores being the best at everything. Human skill point (and feat) bonus and variable average stat array vs non-humans with the same array and potential Int penalties, actually shows the differences. Saying Profession is bad and trying to dump it entirely misses one of their own points.
Sadly, their expansion of the hireling wage table fails as far as I'm concerned. They change it to weekly, but laborers are still 1sp, so something is immediately off. I've no idea where they're drawing any of this from, but I do know I've checked a couple DMG numbers when researching which actually lined up well, so between the two I'd prefer to stick with the DMG.
The best solution would be to create a table with various jobs vs thresholds of skill, with the wages appropriate for each. That way you can have your untrained laborers and servants and cooks, but also "porters" or "trained laborers" and master chefs and ladies' maids and whatnot. Some jobs can also run on other skills or even feats or features (Run or Dash for a runner or Ride for a horsed messenger, BAB for armsmen, etc)
Of course, the problem with any of that is the same as it always has been, that trying to get a comprehensive list of jobs and wages is literal historical research, with the best sources often being actual published books or articles behind paywalls. If Dungeonomicon had indicated they did additional research, I would gladly crib their numbers, but alas. I wonder if Pathfinder changed any (and gave reasons)?
In light of that, a simpler option might be to merge the two. Use the normal Profession check system, but instead of everything gaining 1/2 the result in gold pieces, they gain some percentage of the result based on how valuable/in-demand the skill is. For PCs of course, the literal 1% elite of the elite, any skill is equally available, but NPCs not so much. Though you might also need to deal with the question of how skilled is skilled- 4 ranks, or 4 ranks and skill focus? And if you're working backwards from established values such as the 1sp/day laborer or anything else on the DMG hireling table, you're essentially just going to end up with flat percentages: +4 skill up from +0 unskilled is +40%, +7 is +70%, +10 is +100%. Are these reasonable ratios? Dunno.
Actually there's a massive problem with the "1sp/day laborer," which is kinda the reason everyone latched onto the "Farmers make plenty of money" example with Profession and crafting food at 1/3: the 1sp/day laborer flat-out doesn't work. It's enough to pay for PHB Poor meals, but no accommodations. The DMG has a "self-sufficient" upkeep category that says you already own a house (or presumably live in the open) and grow your own food and make your own clothes, but that precludes being a laborer. Farming is a full-time job, a laborer is not a farmer. The next upkeep of "meager" at 5gp per month, more than double, explicitly says you might need to hunt your own food and sleep outside sometimes. The 1sp/day economic base only works if no one has to pay for housing and "crafts" food at 1/3 price. So I guess- live-in servants and functionally indentured farmers and whatnot?
It's extra ironic because whenever I see someone fixate on the 1 sp/day value, they don't seem to realize it doesn't really work- and also that it came from the DMG and the same people that wrote the profession check rules.
But wait!- The hireling table even gives the daily wage for such skilled and invested professions as mason, craftsperson, teamster, and smith. Guess how much they make? 3-4sp per day, for a total of 2.1 to 2.8gp per week. So apparently the standard rate for skilled workers is around half the amount gained by the average +0 Profession result. For a trained-only skill. It would seem the only ones that line up are the Alchemist and Barrister, with a flat +4 from ranks, to 1gp/day.
So yeah, there's 'ya problems. The "laborer" value assumes you either sleep on the street or work in a place that includes room or food or both, the skilled labor wages are based on that, and then the Profession skill starts at double the skilled wages.
This could be taken the other direction, and make Profession skills only exist for business owner professions where the check result comes from the combination of your work and managing employees you pay as little as possible and cutting deals with people for as much advantage as possible etc. This clashes with non-adventurer skills lumped under profession, particularly vehicle piloting, but it shouldn't be too hard to resolve by making those their own skills. Meanwhile any job you work for someone else (and as an adventurer you don't because you don't live stably in one place) gets a wage, which the DM could fill out but won't because it's not important until you're staffing your own stronghold.
(There is of course the other question of how functional the PHB prices are and thus how suitable they are for determining appropriate wages, at which point you're just re-writing everything).
And. . . I think that about wraps it up. Anyone have some more good sources on realistic medieval-ish wages? Thoughts on effectively adding a new 1% of extra 1st level PC-classed NPCs or how common they are vs normal professions? The amount of ready cash for local rulers?
Specifically I was looking for their numbers on caloric requirements, which I eventually found (here (http://forum.candlekeep.com/topic.asp?TOPIC_ID=10821)), because I remembered they made a point about adventurers requiring a bunch more food, which would in turn be very useful for determining how many adventurers a place could actually support (the part wish economies I don't agree on or care about). The numbers I found were 1,000C for peasants, 2,000C for specialists, and 5,000C for adventurers.
The problem is that these numbers rather offend modern sensibilities, and aren't really accurate over long-term. Telling people they can't just play some mysteriously perfect ascended street urchin is one thing, but telling them their Good-guy champion of the people needs to eat five times what the vast majority of the population is scraping by on, is not fun. And while I know bodybuilders each a ton (and spend hours and hours working out every day), and modern soldiers likely eat quite a bit more on duty, the fact remains that even super elite physical people today don't eat that way from birth. And furthermore, the "intellectual" caster classes aren't bodybuilders, so blanket assigning them the same caloric requirement is ridiculous. And farming is a labor intensive activity that would require more calories. This breakdown might work for an aggressively Iron-Age setting where peasants are constantly oppressed, but not for what I'd call modern DnD.
So Dungeonomicon is very heavy on its re-conceptualization of DnD as an Iron Age setting. In addition to the numbers from this post, they say tax rates should be 50-100%, and directly equivocate taxes with repeated raiding and particularly looting. But I've read plenty of things that say, no, medieval taxes were more like 20%, and people giving those numbers are vastly overexaggerating. 20% is the number the DMG uses, and the presentation of most DnD worlds is a late faux-medieval one. Focusing on combat = Heroism and puny peasants not mattering, sure, those caloric numbers and an Iron-Age aesthetic work. But not for normal DnD.
So really, these numbers aren't nearly as helpful as I was hoping. Considering the tiny number of adventurers, and expected ratio of 1/10 people being specialists (non-commoners), and half the expected party being casters, all it really says is that peasants usually get the shaft and a few people at the top are eating a ton. Nothing new there. While rather screwing the sensibilities of most players, who don't want the type of setting they're pushing here. We can't link Elite stats to food without either making all specialists Elite, or making players feel bad.
So instead, the background for adventurers shall only require them to have a specialist level upbringing. Specialists get more food than peasants, but not literally double (say 1.5kC or less, then 1.5kC to 2.5kC), and there is of course wiggle room where particularly prosperous farmers might eat very well every day, while down on their luck or not so skilled specialists and townies are actually eating poorly. Your character can have any background you want, as long as they weren't starving for most of their childhood, or they got some sort of magical fluff nutrition fixing growth potion later. Highly physical people who use those bodies often should probably eat more, particularly starting in their teenage years as they build up those muscles, but I'm not going to draw up new ration requirements or change the price of rations.
But then, from where do Elite stats come from? Elite stats will simply have to be linked to PC classes: An exceptional member of an NPC class might have Elite stats for some reason or a PC-classed one with Average, but generally the people with Elite stats are the ones who get the training to enter PC classes, because the people training them only take those with the most promise. Only a particular dearth of trainers or option in students will cause mismatches.
If all of that seems like a lot of work to end up exactly back where we started: Yes, yes it was.
Speaking of taxes and 20%, that reminds me of the Aiel in Wheel of Time and their "fifth." When they win a battle and loot a place, they take 1/5 of the wealth, and the leader's share is 1/5 of that wealth. (Which I'm pretty sure was based on some historical precedents as well). So if 1/25 of the wealth belongs to the person at the top, we can calculate how much cash the people at the top have, if not necessarily the value of all their buildings and businesses: they'll control 1/5 of the ready cash that the entire population center has.
Values for "average" (center-range) population centers:
-Thorp: 25, hamlet: 38, village: 260, small town: 2,320, large town: 21,000
Cities and larger have multiple power centers, as in multiple people in charge, so divide accordingly:
-Small city: 127,500, large city: 493,333, metropolis (40k is popular): 2,000,000.
And those numbers seem. . . surprisingly workable. Remembering that there should be no more than one metropolis per very large area, really one or two per campaign setting unless you're running something actually as huge as Forgotten Realms, that's fine. The four most powerful people in the most powerful city can call up on 2 million gp worth of movable assets at any one time.
That may sound ridiculous, but it's only the WBL of ten 15th or about three 20th level PC adventurers (who have about 4x the NPC gear). The city itself sports some 40 highest level NPCs, whose individual gear totals about 2,000,000 not counting the lower level NPCs. Their income is measured in taxes*, their outflow is measure in things like armies and castles, and their ability to turn that cash into anything is still limited by the people that can turn cash into things. The biggest problem with these numbers is that revealing them to your players will cause them to expect much higher rewards from people in larger cities. But that would assume they're working for the most powerful person, on something important enough to command a significant expenditure, in one of the few largest cities in the land. There is the "it's the end of the world and you're only giving me $10?" problem, but that was always there anyway.
This number could be further lowered by adding some loss, so that while they're supposed to get 20% of 20%, they actually end up getting more like 10% due to corruption on the way there.
*To calculate rate of replenishment, decide how much money people actually make so you can calculate taxes!
Those ready cash values from the DMG are based on the gp limit for individual items in that city. A completely arbitrary cutoff with little respect for the actual magical or industrial crafting ability of any individuals, but also a convenient statement of relative wealth capacity. A city of larger size has people that can buy/sell more expensive things, measured by the gp limit, and despite always having people at the bottom the overall "average" wealth per person goes up. The calculation is 1/10 times half the gp limit, which seems reasonable: 1/10 is the number of specialists, and enough money to buy one thing of half the most expensive thing sold again *sounds* reasonable as an average of all the people with spending money. No idea if it actually *is* or not, but seems good enough to me.
So, about that number of high level NPCs.
The easiest thing to fix here is the rigid PHB list- It's no longer the 11 specific PHB classes, it is now 10 or 12 PC classes of your choice.
The second problem is the ridiculous NPC class rolls: Commoner is 1d4+CM, Adept, Aristocrat, and Expert 1d6+CM, and Warrior 1d8+CM. Each NPC class gets twice as many rolls as a PC class would get.
Though really, to preserve ratios, the Commoner should get 100 rolls, Warrior 5 rolls, Expert 3 rolls, Adept and Aristocrat fudge to 1 roll each. But you can't roll 100 commoners for a thorp with less than 100 population, and no one wants to roll that many commoners anyway. And if PC classed people soak up all the xp, there shouldn't be that many in the NPC classes getting levels, but it just feels weird to have the same number of them- this is why the DMG had them roll really high to generate more, but that's even weirder so no, just roll twice.
Dungeonomicon says that NPCs gain levels from doing things appropriate to their class, and since studying books is less lethal than fighting, that's why NPC spellcasters reach high levels. This is only true if you decide that's how it works. Xp is normally gained by overcoming challenges, particularly lethal or at least livelihood destroying challenges, which the vast majority of people never face enough of to level up- for PCs, with NPCs gaining it however the DM says.
But when such a situation arises, the most skilled will be called upon (or seek it out) to answer it, and the world turns even with no PCs (whose difference is marked out almost entirely by just so happening to get waaaay more treasure than NPCs did). They get xp, and eventually level up, making them capable of facing greater challenges for more xp, etc. The xp will always flow towards the few who are best able to deal with it, because most people don't want to walk out there and die. Even Dungeonomicon's own business rules acknowledge that a static location attracts Encounters, so why *wouldn't* NPCs be gaining levels from those encounters? That's where a city's high level NPCs come from: clearing out and defending the city from all sorts of problems in the background.
How many people should this be? Well, if 1/10 of people are specialists, 1/10 of that being the best of the best seems appropriate. And indeed, you get somewhere around that number with the DMG's generation. But the high level individuals are generated first.
We could instead go backwards: 1% of the population is PC-classed, split between 10 classes, and for each two of level X there are one of level X+1. But this will barely produce a 5th level character in a 40k metropolis, and that's just doesn't work with PC levels.
But it doesn't seem to make sense to have PC classes left out of the remaining population percentages. It creates a weird situation where two cities of the same rank but one with double the population (which happens at every rank on the table), will have the exact same number of 1st level PC-classed, or the larger one will even have less if they rolled lower.
So shave 1% off the Commoner value: instead only 90% of the non-rolled population is Commoners, and add a new 1% which is then divided between the PC classes.
But from there we can do some more magic: if there's a school of some sort, instead half of that 1% is shifted to whatever PC class the school teaches (two or more schools split the 1% evenly). Note that this 1% even on a 40k metropolis is only 400 people, but that's enough that you can plonk down a "wizard college" and support 200 extra 1st level wizards.
It might seem like it would be easy to change the total number of top NPCs to work off of population, but all you'd really do is either cut the smallest (and most numerous) population centers down to basically no members of PC classes (which may in fact be desireable, in which case go ahead and do it), or inflate the top even more.
But wait- dipping into Medieval Demographics Made Easy (here (https://takeonrules.com/assets/downloads/medieval-demographics-made-easy.pdf)) and comparing the baseline numbers I'm giving to PC classes (1% divided between 10-12 classes), gets very interesting. That's 1/1000-1200 for a given PC class. Which is actually more than say blacksmiths (1/1500), only half as many as carpenters (1/500), and actually twice as many as inns or tanners (1/2000). So by adding that tiny fraction of a percentage, due to the large number of discreet jobs that need doing, even a massive city ends up with "Wizard" common enough to rate against other well-known professions. So. . . maybe PC classes shouldn't gain a flat scaling percentage? Anything less than 1% is so low that you might as well just leave it at those generated from the top.
Yeah, that basically just amounts to a realization of "Hey, only like 1% of the population is PC spellcasters, but if you add another 1% because reasons, suddenly you have a bunch more!" But it puts it in really nice terms and juxtaposes it with the commonality of actual professions. And if you want to say Plant Growth should be resulting in more skilled people, then hey, here's an example of how converting even 1% of the Commoners in the biggest city to PC classes results in a lot more PC-classed.
Since the default city is humans, and humans have bonus skill points and bonus feat that allow them to multi-specialize, one could say that specialist goods in cities of other races (when they don't match the local specialties) are more expensive.
Dungeonomicon also wants to get rid of the Profession system, to which I somewhat agree and disagree. The problem is, it's extremely effective as a simplifying tool. Their business system sounds nice, having profits and operational costs limited and based on the overall "resources" and also limited by the buy limit of the local population, but also basically boiling down to just being an alternate method of framing encounters for the PCs. But it's also essentially a license to infinitely generate encounters (and again makes it weird that they say elsewhere that NPC martials can't level up without war) that only avoids breaking background NPC xp assumptions because elsewhere they insist encounter-based xp must also be removed. There's also still an easily cheesable lack of definition: the DM must already know how many competitors you will have in order to calculate what sort of profit you can make, and there is zero information on that normally. How many competitors are you expected to have? Who knows! Furthermore, you can just create a business so specific that you can't have any competitors (bring something "new" to the region), and hey look instant monopoly.
So while it has some improvements vs DMG2, and the core concept of "A business is just a stronghold which attracts encounters and you make an appropriate amount of money" is very strong, in the end it's just a bunch of extra fine-tuning that needs evaluation and still can't actually be used at scale, just for individual things the PCs create or might heavily interact with.
Expanding the wage table, now that's something I can get behind. Complaining about a "really good scullery maid" having BAB +5, and completely divorcing the concept from the skill system not so much. The level required to be good at a profession is entirely up to the DM. Bonuses of +10 can be reached with 1st level characters. As long as scullery maids have tasks of DC 20 or less and aren't under threat, your maids can all be 1st level. And the skill system which allows a solid PC-relevant connection between the game mechanics and the differences in racial capability on a macro scale is good. It's one of the things they harp on about in Races of War, races with extra HD and ability scores being the best at everything. Human skill point (and feat) bonus and variable average stat array vs non-humans with the same array and potential Int penalties, actually shows the differences. Saying Profession is bad and trying to dump it entirely misses one of their own points.
Sadly, their expansion of the hireling wage table fails as far as I'm concerned. They change it to weekly, but laborers are still 1sp, so something is immediately off. I've no idea where they're drawing any of this from, but I do know I've checked a couple DMG numbers when researching which actually lined up well, so between the two I'd prefer to stick with the DMG.
The best solution would be to create a table with various jobs vs thresholds of skill, with the wages appropriate for each. That way you can have your untrained laborers and servants and cooks, but also "porters" or "trained laborers" and master chefs and ladies' maids and whatnot. Some jobs can also run on other skills or even feats or features (Run or Dash for a runner or Ride for a horsed messenger, BAB for armsmen, etc)
Of course, the problem with any of that is the same as it always has been, that trying to get a comprehensive list of jobs and wages is literal historical research, with the best sources often being actual published books or articles behind paywalls. If Dungeonomicon had indicated they did additional research, I would gladly crib their numbers, but alas. I wonder if Pathfinder changed any (and gave reasons)?
In light of that, a simpler option might be to merge the two. Use the normal Profession check system, but instead of everything gaining 1/2 the result in gold pieces, they gain some percentage of the result based on how valuable/in-demand the skill is. For PCs of course, the literal 1% elite of the elite, any skill is equally available, but NPCs not so much. Though you might also need to deal with the question of how skilled is skilled- 4 ranks, or 4 ranks and skill focus? And if you're working backwards from established values such as the 1sp/day laborer or anything else on the DMG hireling table, you're essentially just going to end up with flat percentages: +4 skill up from +0 unskilled is +40%, +7 is +70%, +10 is +100%. Are these reasonable ratios? Dunno.
Actually there's a massive problem with the "1sp/day laborer," which is kinda the reason everyone latched onto the "Farmers make plenty of money" example with Profession and crafting food at 1/3: the 1sp/day laborer flat-out doesn't work. It's enough to pay for PHB Poor meals, but no accommodations. The DMG has a "self-sufficient" upkeep category that says you already own a house (or presumably live in the open) and grow your own food and make your own clothes, but that precludes being a laborer. Farming is a full-time job, a laborer is not a farmer. The next upkeep of "meager" at 5gp per month, more than double, explicitly says you might need to hunt your own food and sleep outside sometimes. The 1sp/day economic base only works if no one has to pay for housing and "crafts" food at 1/3 price. So I guess- live-in servants and functionally indentured farmers and whatnot?
It's extra ironic because whenever I see someone fixate on the 1 sp/day value, they don't seem to realize it doesn't really work- and also that it came from the DMG and the same people that wrote the profession check rules.
But wait!- The hireling table even gives the daily wage for such skilled and invested professions as mason, craftsperson, teamster, and smith. Guess how much they make? 3-4sp per day, for a total of 2.1 to 2.8gp per week. So apparently the standard rate for skilled workers is around half the amount gained by the average +0 Profession result. For a trained-only skill. It would seem the only ones that line up are the Alchemist and Barrister, with a flat +4 from ranks, to 1gp/day.
So yeah, there's 'ya problems. The "laborer" value assumes you either sleep on the street or work in a place that includes room or food or both, the skilled labor wages are based on that, and then the Profession skill starts at double the skilled wages.
This could be taken the other direction, and make Profession skills only exist for business owner professions where the check result comes from the combination of your work and managing employees you pay as little as possible and cutting deals with people for as much advantage as possible etc. This clashes with non-adventurer skills lumped under profession, particularly vehicle piloting, but it shouldn't be too hard to resolve by making those their own skills. Meanwhile any job you work for someone else (and as an adventurer you don't because you don't live stably in one place) gets a wage, which the DM could fill out but won't because it's not important until you're staffing your own stronghold.
(There is of course the other question of how functional the PHB prices are and thus how suitable they are for determining appropriate wages, at which point you're just re-writing everything).
And. . . I think that about wraps it up. Anyone have some more good sources on realistic medieval-ish wages? Thoughts on effectively adding a new 1% of extra 1st level PC-classed NPCs or how common they are vs normal professions? The amount of ready cash for local rulers?