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Secondary Skills: A Chandlers Gotta Eat!

Secondary skills within earlier editions of Dungeons & Dragons and their more recent retro-clones are a
commonly debated inclusion. While many who implement such systems use these skills merely as a
role-playing device, or to flesh out their character to a greater extent, I would suggest considering a
system whereby these professionals are benefitted in some small way.
I: Earning Some Coin
The two tables below may be used in times of non-adventuring when adventurers wish to earn some
extra coin. First, determine the characters background or secondary skill (pg. 12 AD&D DMG). Next, roll
on Table I: Locating Paid Work. In my campaigns I would roll on Table I for each week paid work is
sought. This presumes the adventure is located within a substantially sized town or city. But you, fellow
DM, may change this period to a daily rate or even a monthly rate depending on the value of coinage in
your campaign.
Table I: Locating Paid Work (Roll 1d6)
D6
Outcome
Result
1
Failed to locate work
2-3
Located minimal paid work (roll once on Table II)
4-5
Located consistent paid work (roll twice on Table II)
6
Located ample paid work (roll thrice on Table II)
When it has been determined whether work has been located, and if so, how much work, roll on Table
II: Earnings. Some results from Table I will necessitate multiple rolls on Table II. If so tally the results
to determine the total earnings for that week.
Table II: Earnings (Roll 1d6)
D6
Outcome
Result
1
Earned a wage of 1d4+2 copper pieces
2-3
Earned a wage of 1d8+2 silver pieces
4-5
Earned a wage of 1d4+2 gold pieces
6
Earned a wage of 1d8+2 gold pieces
Example:
Tuscott Irontooth has a background as a carpenter. He seeks work for two weeks between adventures.
The DM (or optionally the player) rolls 1d6 per week on Table I. The result is 1 and 5. Consulting Table
I, Tuscott fails to find work on the first week, but on the second locates some consistent paid work.
Rolling twice on Table II, he earns a total of 4 gold pieces and 6 silver pieces. Tuscott then remembers
why he took up adventuring in the first place: carpentry is not as lucrative as adventuring! Thereafter he
locates another dungeon to plunder.
II: I Am After All, Skilled
Some professions such as a trader, a locksmith or a gambler may infer benefits within an adventuring
context. The DM may wish to afford a small modifier to certain tasks based on the characters
profession. For example a trader may add an additional +1 modifier to reaction rolls based on his cheery
disposition and experience when dealing with humans, a locksmith may possess additional skill with
bypassing non-magical locks, while a chandler will be able to make candles rather than pay for them.
In these ways secondary skills provide some minor mechanical benefits, while retaining the broad roleplaying possibilities traditionally associated with these skills. For those who wish a more granular
system, everything herein can be modified to suit ones personal sensitivities.

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