My group was thinking about using tool proficiencies(artistic performances included), maybe other things like spells and languages, as work while in town but we don't really know how much any these skill would earn.
We are also thinking about how the place would change it, places with more or less people(villages vs cities for example), more rich or poor people, specific locations in said places and maybe even different races.
Xanathars has guidelines on earning money by working.
Effectively, for a week's worth of work, you make a skill check involving an appropriate tool or skill for the job you are attempting. The result dictates the wages you can earn for the week, anywhere from about 1 gp per week for a poor roll to 50gp per week for a really good roll. You can also roll a d10, with a 1 resulting in some sort of complication in the job that results in less pay, makes you enemies in the city, or ties into the plot somehow to make things a bit more interesting.
The DM can factor in the type of work being accomplished. Using athletics for moving crates at the docks will probably earn less than using a jewelers kit to make fine jewelry. If the player is trying to earn a higher end commission for extra bucks, you might also include some sort of Persuasion or Investigation check in order to find and secure the job.
Gonna agree with Aethelwolf. The basic principle is roll the tool and refer to a chart for how well you did. Repeat for each work week.
An alternative i've seen used is to instead roll the tool use, multiply by 2 to get the GP then multiply by number of work weeks. So a result of 15 would get you 30 gp for each week worked.
In either case. If the town/area would be favourable just give advantage to roll and disadvantage if the success would be more difficult.
Thing is downtime activities are supposed to be simple, easy things. It should be a 5 to 10 minute discussion and done. It's progression outside of sessions and RP. So it is best to keep it as simple as possible. So the player would roll, see what GP they'd make, and while the others make their rolls and stuff think about what they may have spent that money on, if anything.
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I worked up a system for Bards performing in taverns as they went from one place to another.
If the bard performed only one night, he would receive silver pieces equal to 1dN + 2x prof modifier for performance. The "N" is dependent on the settlement size. If it is a hamlet, N=3; a village, N=4; a town, N=6; a small city, N=8; a large city, N=10; and a Capitol City, N=12.
If the bard stays over successive nights, he may gain +1 silver for each previous night he rolled over 50% on his "N" roll, showing that he has more notoriety.
If the bard stays for "weeks", then I just have the roll for the whole week and multiply the number by 2/3 and round up, making the final number in gold pieces instead of silver.
For craftsmen, working and metalsmithing and the like, they might be able to make a like number of trinkets that sell for a similar number of coin. If they stay in town for an extended bit of time, maybe someone approaches them for a specific item and they could charge more for a custom item.
I wouldn't make it too lucrative so the players won't camp out in town to earn a pile of money and buy all the things they'd like like piles of healing potions or whatever.
Rollback Post to RevisionRollBack
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Gonna agree with Aethelwolf. The basic principle is roll the tool and refer to a chart for how well you did. Repeat for each work week.
An alternative i've seen used is to instead roll the tool use, multiply by 2 to get the GP then multiply by number of work weeks. So a result of 15 would get you 30 gp for each week worked.
In either case. If the town/area would be favourable just give advantage to roll and disadvantage if the success would be more difficult.
Thing is downtime activities are supposed to be simple, easy things. It should be a 5 to 10 minute discussion and done. It's progression outside of sessions and RP. So it is best to keep it as simple as possible. So the player would roll, see what GP they'd make, and while the others make their rolls and stuff think about what they may have spent that money on, if anything.
I like that adjustment to the Work rules. I've run into a DM guilt problem where a Ranger went on a hunting expedition in Neverwinter Woods and only made 12gp for the week of work using skills he is proficient with. Whereas the Monk who spent the week Pit fighting and came away with 200gp. While I know finding the week of temp work it seemed like a Ranger hunting in the woods could be a lot more efficient in his favorable territory. It may be just double the gold but at least it feels like a reasonable adjustment.
My group was thinking about using tool proficiencies(artistic performances included), maybe other things like spells and languages, as work while in town but we don't really know how much any these skill would earn.
We are also thinking about how the place would change it, places with more or less people(villages vs cities for example), more rich or poor people, specific locations in said places and maybe even different races.
Any tips on how to do it?
Xanathars has guidelines on earning money by working.
Effectively, for a week's worth of work, you make a skill check involving an appropriate tool or skill for the job you are attempting. The result dictates the wages you can earn for the week, anywhere from about 1 gp per week for a poor roll to 50gp per week for a really good roll. You can also roll a d10, with a 1 resulting in some sort of complication in the job that results in less pay, makes you enemies in the city, or ties into the plot somehow to make things a bit more interesting.
The DM can factor in the type of work being accomplished. Using athletics for moving crates at the docks will probably earn less than using a jewelers kit to make fine jewelry. If the player is trying to earn a higher end commission for extra bucks, you might also include some sort of Persuasion or Investigation check in order to find and secure the job.
Gonna agree with Aethelwolf. The basic principle is roll the tool and refer to a chart for how well you did. Repeat for each work week.
An alternative i've seen used is to instead roll the tool use, multiply by 2 to get the GP then multiply by number of work weeks. So a result of 15 would get you 30 gp for each week worked.
In either case. If the town/area would be favourable just give advantage to roll and disadvantage if the success would be more difficult.
Thing is downtime activities are supposed to be simple, easy things. It should be a 5 to 10 minute discussion and done. It's progression outside of sessions and RP. So it is best to keep it as simple as possible. So the player would roll, see what GP they'd make, and while the others make their rolls and stuff think about what they may have spent that money on, if anything.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I worked up a system for Bards performing in taverns as they went from one place to another.
If the bard performed only one night, he would receive silver pieces equal to 1dN + 2x prof modifier for performance. The "N" is dependent on the settlement size. If it is a hamlet, N=3; a village, N=4; a town, N=6; a small city, N=8; a large city, N=10; and a Capitol City, N=12.
If the bard stays over successive nights, he may gain +1 silver for each previous night he rolled over 50% on his "N" roll, showing that he has more notoriety.
If the bard stays for "weeks", then I just have the roll for the whole week and multiply the number by 2/3 and round up, making the final number in gold pieces instead of silver.
For craftsmen, working and metalsmithing and the like, they might be able to make a like number of trinkets that sell for a similar number of coin. If they stay in town for an extended bit of time, maybe someone approaches them for a specific item and they could charge more for a custom item.
I wouldn't make it too lucrative so the players won't camp out in town to earn a pile of money and buy all the things they'd like like piles of healing potions or whatever.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I like that adjustment to the Work rules. I've run into a DM guilt problem where a Ranger went on a hunting expedition in Neverwinter Woods and only made 12gp for the week of work using skills he is proficient with. Whereas the Monk who spent the week Pit fighting and came away with 200gp. While I know finding the week of temp work it seemed like a Ranger hunting in the woods could be a lot more efficient in his favorable territory. It may be just double the gold but at least it feels like a reasonable adjustment.