Thank you for making this video, I am new to becoming a DM and have chosen Dungeons and Dragons 3.5 for the campaign I am creating, I've had confusion here and there as I read the core rulebooks cover to cover, your video helped clear up some of that confusion
I'm glad I could help. I've got a ton of videos explaining all sorts of subjects in the game. If there is a particular subject you are confused about and I haven't covered yet then let me know and I'll probably make one on that shortly.
Wow, finaly someone using D&D 3.5 rules. Our group is playing 3 warforges and I play the Artificer. The adventure is taking place in Ebberon and our DM really put up a great show for us. We have played lots of adventures with all of us as DM in between. We have some special rules for crafting this time around. It is faster than usual and any rank in craft goes for all craft skills, so 5 rank is good for making weapons, clothes, armor, sculpting - You name it. We encountered our deity and gave him permission to mingle with our bodies and soles. That way we integrated another class each and in my case it is Cleric. I'm lvl 5 Artificer and Cleric lvl 5 at the same time. I have a bonus to all craft checks of 4. and 3 from intelligence plus the 5 rank. Using a lvl 2 Cleric spell, Divine Insight, I ad 10 at CL 5. I can raise my intelligense with 4 via infusion and use a lvl1 infusion to increase a skill check with infusion Skill Enhancement, wich grants a bonus of 4 at CL 5. Totaly I get a craft check of 28. Using masterwork tools will ad another 2. I feel kinda optimistic about crafting. The Artificer can use infusions on many things, including weapons and armor. Suddenly amazing stuff, normaly out of reach for us, become realistic. One thing I found out today, is I can use a lvl 1 infusion to give someone damage reduction 9 at CL 5 for the first blow taken. Up to 9 points of damage will be negated, if that is possible for the effect of the attack. The cost of the infusion is negligable, as it is scraps from the forge. Looking forward to watch other videos, as I subscribe to your channel now. :D
Crafting and Profession kind of make me laugh at times because how a lot of GMs play Peasants as dirt poor. A 1st level Peasant (as in the Commoner NPC class) with Profession: Farmer at full ranks (4) with a 14 Wisdom and Skill Focus Profession is earning 5gp a week on a roll of a 1, and making 10gp a week on a average roll. That is averaging 500gp a year (that is working 50 of 52 weeks). If you stay at a good quality Inn and eat good quality meals, that equals a Gold a day (7gp a week). That is 364gp a year. Figure 375gp with Ale, special foods, etc. A Peasant still makes 125gp a year as profit. Since they do not stay in a actual Inn every day, figure that the 3.5gp a week that would normally go to a Inn is taxes instead. And that is a single person. A family might have several people who are able to work. You could also argue what effect the seasons have (I am obviously assuming a year around growing season) and how magic impacts them (Plant Growth increases productivity by 1/3 which is not figured in). Still, Profession and Craft do not really care about seasons, you make a roll and your done. And if you are a DM and want to dive that deep... well, I doubt the PCs will really care if that farmer they are robbing has 10gp or 10sp because they are robbing a farmer. Now, they do say that "untrained laborers and assistants" only make a silver a day, and these poor bastards can't even afford a poor quality Inn (you would be sleeping on the floor next to the fire). Poor accommodations are 2sp a day and poor meals for the day are 1sp. So hey, they are not starving I guess. I would guess this is what you would list children and maybe even the elderly that are not able to work full time. Though it is funny because the Older you get, the wiser you become in D&D, so old people are /really/ good at Professions. But to pretty much not make money in D&D, you have to take 0 points in a Profession or a Craft... and most of those people are adventurers! That being said, I would guess Humans make great Commoners because they get that extra skill point and two feats at first level. But even a non-Human Commoner like a Elf or a Dwarf could be just as effective. Even with the 'standard array' of 15/14/13/12/10/8, You can have your Wisdom and/or Intelligence score be the 15 and/or the 14 to get your +2 to the skill. A Human could have a Profession AND a Craft skill, have a +2 for their stat bonus for each, still take full ranks (specially since Int has a +2 bonus) and have two Skill Focus feats to get that +9 to the skill roll. And since it is normally a non-combat/non-stressful check, they /could/ take 10 on the checks (divided by two gives your Gold per week). And if they are a 2nd level Commoner and have 5 ranks in a Profession, they no longer half the roll for Gold per week, instead making full amount (we are talking around 1k gp per year). With that being said, a Continual Flame spell is 50gp, Masterwork tools are 150gp, etc... your farmers and crafters might be able to afford some nice things and probably have them.
14 WIS is really high for a commoner. They just get a flat 3d6 in all stats with no choosing where anything goes. So your average commoner is only going to have a 10.5 WIS, and probably not max ranks either, or the skill focus feat to give a boost. Your number assume a very hard working commoner that dedicates his life to his job. Most will not have that kind of work ethic.
Oh yeah, I forgot to add in that Unseen Servant can actually assist you on your Crafting checks if you are a high enough level to keep one around for 8 hours a day. Here are the key rules... Unseen Servant (magic number is that it can hit a DC 10) *It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained.* Under Untrained skills (is Craft a trained or Untrained skill, short answer is Untrained) *This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated as “Trained Only”).* Under Untrained Skill checks (can the Servant actually roll if they do not have ranks, short answer is yes) *Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.* *Many skills can be used only by someone who is trained in them.* Under Aid Another (How many Servants can help you? As many as your GM is willing to give you) *You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.* Breakdown is a Unseen Servant can't make skill checks higher than a 10, but they /can/ hit a 10 which is what you need to assist with a +2. Craft is a untrained skill so the fact that they do not have skill points in Craft is not a issue. I will also point out that Craft itself has rules for "Untrained laborers and assistants" with what they get paid, so having people with no training helping you is obviously a option. You have a 50% chance for every Servant assisting you to give yourself a +2 to the craft check. If you are a 8th level caster (or a 4th level with Extend), you could keep a Servant around long enough to justify that roll and you are probably capable of casting multiple Servants to boot. Unseen Servant Mass is a 4th level spell that allows you to create one Servant per caster level for an hour per level. You can use higher level slots to cast lower level spells, so a arcane caster that can cast the Mass spell could also use their 3rd and 2nd level slots for 1st level Unseen Servants. Your DM could limit the number, but the Servants are not other characters, they are shapeless forms of force. You do have to direct them, but they never tire and can lift 20lbs per Servant. If you watch shows like Forged in Fire and want to craft weapons, you will probably understand how useful this spell really is. I would say a safe number is 10-20 Servants. They really do not take up space, but only so many hammers can be swinging at one spot... but one constantly working the bellows, one keeping the fire fed, pretty much having them work together to add you counts, even though only a few might be swinging hammers at the anvil.
@@MitchBurns I do see one mistake I made, I mislabeled the Standard Array for the Elite Array. Standard Array is 10s and 11s. Elite is 15/14/13/12/10/8. I see no rules backing what you are stating though. The Arrays are listed as per the MM. There is nothing in the DMG where Commoner is listed saying you have to roll stats and even what you have to roll. The PH states that the Commoner on average has 10s and 11s in compared to a Adventurer (which would suggest the Standard Array), but that is all. As for your opinion on how hard working they are has little to no bearing on the rules in question. You do the skill or you don't, you make the check or you don't. it is a NPC, that is completely subject to the DM's opinion. I am simply pointing out what a efficient Commoner in the game should look like.
That is a fair point. I am just saying that most commoners aren't going to be that efficient, but I see where you are coming from. Some of the affluent commoners will be more like that. Also I'd assume that just like real life it's a lot cheaper to live in a home than it is to live at an inn. Also, interesting that you can actually use an unseen servant to assist you with crafting.
@@MitchBurns The inn is a cost comparison, as I stated. Figure if they can afford to live in a Inn per day, that it is what it costs to live in a house in the city or in their lord's land. The total for the year is 182gp for the average residence (that they also probably work out of if a crafter). Something better would be more expensive.
What skill in particular were you referring to? Once you find the item it will list was spells are required to make it. You then just need to have the craft wonderous items feat, and know the spells required in order to make it, as well as pay some experience. This also falls under enchanting, and not crafting, which although very much related are two separate things mechanically.
Thank you for making this video, I am new to becoming a DM and have chosen Dungeons and Dragons 3.5 for the campaign I am creating, I've had confusion here and there as I read the core rulebooks cover to cover, your video helped clear up some of that confusion
I'm glad I could help. I've got a ton of videos explaining all sorts of subjects in the game. If there is a particular subject you are confused about and I haven't covered yet then let me know and I'll probably make one on that shortly.
I'm glad people are still playing 3.5 out there. 5e just doesn't do it for me.
D&D 3.5 is the best D&D in my opinion.
I'm searching for more dnd 3.5 videos. Going back to it and want to have vids to delve into
Wow, finaly someone using D&D 3.5 rules. Our group is playing 3 warforges and I play the Artificer. The adventure is taking place in Ebberon and our DM really put up a great show for us. We have played lots of adventures with all of us as DM in between. We have some special rules for crafting this time around. It is faster than usual and any rank in craft goes for all craft skills, so 5 rank is good for making weapons, clothes, armor, sculpting - You name it. We encountered our deity and gave him permission to mingle with our bodies and soles. That way we integrated another class each and in my case it is Cleric. I'm lvl 5 Artificer and Cleric lvl 5 at the same time. I have a bonus to all craft checks of 4. and 3 from intelligence plus the 5 rank. Using a lvl 2 Cleric spell, Divine Insight, I ad 10 at CL 5. I can raise my intelligense with 4 via infusion and use a lvl1 infusion to increase a skill check with infusion Skill Enhancement, wich grants a bonus of 4 at CL 5. Totaly I get a craft check of 28. Using masterwork tools will ad another 2. I feel kinda optimistic about crafting.
The Artificer can use infusions on many things, including weapons and armor. Suddenly amazing stuff, normaly out of reach for us, become realistic. One thing I found out today, is I can use a lvl 1 infusion to give someone damage reduction 9 at CL 5 for the first blow taken. Up to 9 points of damage will be negated, if that is possible for the effect of the attack. The cost of the infusion is negligable, as it is scraps from the forge.
Looking forward to watch other videos, as I subscribe to your channel now. :D
I'm glad to have you here. I've been making 3.5 videos for quite some time now, and I appreciate the support.
Crafting and Profession kind of make me laugh at times because how a lot of GMs play Peasants as dirt poor. A 1st level Peasant (as in the Commoner NPC class) with Profession: Farmer at full ranks (4) with a 14 Wisdom and Skill Focus Profession is earning 5gp a week on a roll of a 1, and making 10gp a week on a average roll. That is averaging 500gp a year (that is working 50 of 52 weeks). If you stay at a good quality Inn and eat good quality meals, that equals a Gold a day (7gp a week). That is 364gp a year. Figure 375gp with Ale, special foods, etc. A Peasant still makes 125gp a year as profit. Since they do not stay in a actual Inn every day, figure that the 3.5gp a week that would normally go to a Inn is taxes instead. And that is a single person. A family might have several people who are able to work. You could also argue what effect the seasons have (I am obviously assuming a year around growing season) and how magic impacts them (Plant Growth increases productivity by 1/3 which is not figured in). Still, Profession and Craft do not really care about seasons, you make a roll and your done. And if you are a DM and want to dive that deep... well, I doubt the PCs will really care if that farmer they are robbing has 10gp or 10sp because they are robbing a farmer.
Now, they do say that "untrained laborers and assistants" only make a silver a day, and these poor bastards can't even afford a poor quality Inn (you would be sleeping on the floor next to the fire). Poor accommodations are 2sp a day and poor meals for the day are 1sp. So hey, they are not starving I guess. I would guess this is what you would list children and maybe even the elderly that are not able to work full time. Though it is funny because the Older you get, the wiser you become in D&D, so old people are /really/ good at Professions. But to pretty much not make money in D&D, you have to take 0 points in a Profession or a Craft... and most of those people are adventurers!
That being said, I would guess Humans make great Commoners because they get that extra skill point and two feats at first level. But even a non-Human Commoner like a Elf or a Dwarf could be just as effective. Even with the 'standard array' of 15/14/13/12/10/8, You can have your Wisdom and/or Intelligence score be the 15 and/or the 14 to get your +2 to the skill. A Human could have a Profession AND a Craft skill, have a +2 for their stat bonus for each, still take full ranks (specially since Int has a +2 bonus) and have two Skill Focus feats to get that +9 to the skill roll. And since it is normally a non-combat/non-stressful check, they /could/ take 10 on the checks (divided by two gives your Gold per week). And if they are a 2nd level Commoner and have 5 ranks in a Profession, they no longer half the roll for Gold per week, instead making full amount (we are talking around 1k gp per year).
With that being said, a Continual Flame spell is 50gp, Masterwork tools are 150gp, etc... your farmers and crafters might be able to afford some nice things and probably have them.
14 WIS is really high for a commoner. They just get a flat 3d6 in all stats with no choosing where anything goes. So your average commoner is only going to have a 10.5 WIS, and probably not max ranks either, or the skill focus feat to give a boost. Your number assume a very hard working commoner that dedicates his life to his job. Most will not have that kind of work ethic.
Oh yeah, I forgot to add in that Unseen Servant can actually assist you on your Crafting checks if you are a high enough level to keep one around for 8 hours a day. Here are the key rules...
Unseen Servant (magic number is that it can hit a DC 10)
*It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained.*
Under Untrained skills (is Craft a trained or Untrained skill, short answer is Untrained)
*This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated as “Trained Only”).*
Under Untrained Skill checks (can the Servant actually roll if they do not have ranks, short answer is yes)
*Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.*
*Many skills can be used only by someone who is trained in them.*
Under Aid Another (How many Servants can help you? As many as your GM is willing to give you)
*You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.*
Breakdown is a Unseen Servant can't make skill checks higher than a 10, but they /can/ hit a 10 which is what you need to assist with a +2. Craft is a untrained skill so the fact that they do not have skill points in Craft is not a issue. I will also point out that Craft itself has rules for "Untrained laborers and assistants" with what they get paid, so having people with no training helping you is obviously a option. You have a 50% chance for every Servant assisting you to give yourself a +2 to the craft check.
If you are a 8th level caster (or a 4th level with Extend), you could keep a Servant around long enough to justify that roll and you are probably capable of casting multiple Servants to boot. Unseen Servant Mass is a 4th level spell that allows you to create one Servant per caster level for an hour per level. You can use higher level slots to cast lower level spells, so a arcane caster that can cast the Mass spell could also use their 3rd and 2nd level slots for 1st level Unseen Servants. Your DM could limit the number, but the Servants are not other characters, they are shapeless forms of force. You do have to direct them, but they never tire and can lift 20lbs per Servant. If you watch shows like Forged in Fire and want to craft weapons, you will probably understand how useful this spell really is. I would say a safe number is 10-20 Servants. They really do not take up space, but only so many hammers can be swinging at one spot... but one constantly working the bellows, one keeping the fire fed, pretty much having them work together to add you counts, even though only a few might be swinging hammers at the anvil.
@@MitchBurns
I do see one mistake I made, I mislabeled the Standard Array for the Elite Array. Standard Array is 10s and 11s. Elite is 15/14/13/12/10/8.
I see no rules backing what you are stating though. The Arrays are listed as per the MM.
There is nothing in the DMG where Commoner is listed saying you have to roll stats and even what you have to roll.
The PH states that the Commoner on average has 10s and 11s in compared to a Adventurer (which would suggest the Standard Array), but that is all.
As for your opinion on how hard working they are has little to no bearing on the rules in question. You do the skill or you don't, you make the check or you don't. it is a NPC, that is completely subject to the DM's opinion. I am simply pointing out what a efficient Commoner in the game should look like.
That is a fair point. I am just saying that most commoners aren't going to be that efficient, but I see where you are coming from. Some of the affluent commoners will be more like that. Also I'd assume that just like real life it's a lot cheaper to live in a home than it is to live at an inn. Also, interesting that you can actually use an unseen servant to assist you with crafting.
@@MitchBurns The inn is a cost comparison, as I stated. Figure if they can afford to live in a Inn per day, that it is what it costs to live in a house in the city or in their lord's land. The total for the year is 182gp for the average residence (that they also probably work out of if a crafter). Something better would be more expensive.
Great video!
Thank you. I really appreciate that.
Was wondering about +x to skill check items, and how to make them. Looking to make an item for UMD
What skill in particular were you referring to? Once you find the item it will list was spells are required to make it. You then just need to have the craft wonderous items feat, and know the spells required in order to make it, as well as pay some experience. This also falls under enchanting, and not crafting, which although very much related are two separate things mechanically.