For the most part, a low social class should not overly inconvenience the player. If he rolls very low, and it doesn't work with his character concept, the DM should try to be understanding. Anything below serf (which a character without a background is assumed to be) should be considered optional unless everyone is getting it. If a player is willing to play it, the DM should be generous with other things, like one-time XP bonuses, or finding a decent weapon to start, and offset the loss in starting funds.
What's the point of a background, though? Other than the ability to maybe get bonus proficiencies and extra money, why should it matter?
Imagine you're in charge of the Justice League. The bad guys have hatched a plan to screw over the USA by hitting it in the Bread Basket, screwing over midwestern crop and cattle production. Which of your Superheroes do you send?
You send Superman....and not just because Superman is the one you should always send, but because Superman grew up on a farm, and knows about tractors and crops and cows.
Now imagine you're still in charge of the Justice League, and a rich socialite daughter of a crazy engineer is missing...who do you send?
You send Superman, because sending any other superhero is dumb, unless the badguy has Kryptonite, but let's assume Superman's still busy in Kansas: You send Batman, who has experience with socialites and gadgets.
So your background helps round out your character, explains why your Superman knows a haystack from a heifer, and also provides you with a small sense of reality for the character. It did not come into being the moment it was rolled, but instead it grew up on a farm in Kansas or where ever, and as a result has some small amount of information regarding how to plow a field or harvest grain.
Since we use a proficiency system, that's how it is expressed, by giving bonus proficiencies.
The following describes the method I use for determining background. It is a bit extensive, and it's almost unchanged for 25 years, so that's kind of impressive, yeah?
Step One: Legitimacy Roll 1d6, if you roll 1-4, go to Step two. If you roll a five, your character is a bastard, the son of an unknown person raised by your mother, go to step Three. If you roll a 6, your character was raised in an orphanage or in fosterage, your parents are unknown to you. You begin with normal starting funds, money you've scraped together or that was given to you out of charity, skip the entire background process and go to Part Four: Proficiencies.
Step Two: Social Class Difference (If Any) Determine Parent's Social class difference. Roll 1d6. If you roll a 1-5, go to Step Three. If you roll a 6, your Mother or Father married "Below" his/her station and you should go to Step Four.
Step Three: Social Class Roll on the following chart to determine your Parents Social Class (If your character is a bastard, reduce all scores except 100, 99, 98 by five points. This is because the Nobility and Royalty will ignore a Bastard and all other Social classes will reduce the woman in their esteem, occasionally reducing her Social class altogether.)
Racial Note: Non-Drow Elves- Reroll all scores below 16
Class Note: All Knight Characters or Paladins playing Knight-like Paladins count all rolls beneath 93 as "Chivalric."
1d100 Class
1 or less Slave or poverty (player's choice)
2-15 Poverty
16-60 Serf
61-75 Yeoman
76-85 Tradesman
86-92 Guildsman
93-97 Chivalric
98-99 Nobility
00 Royalty/Other
Social Class Descriptions
Slave: The character is a former slave, begins at -500XP and gains three bonus Proficiencies based on duties (DM’s choice), but no starting funds, just clothes. That is the total of the character’s background information; the character can skip to Part Four: Proficiencies.
Poverty: The character grew up with nothing. If the character has a large family (s)he may want to send money to them. Half starting funds. The character does gain the bonus Proficiencies of brawling and begging, however. The player skips to step six of the character background information.
Serf: Serfs farm on land they don't own, and receive 1/12th of the land to farm for themselves. It's not fair, but it is a living. The character stands to inherit nothing...except maybe debt. Serf background characters with living parents and good alignments often donate some of their profits to their parents in the hope that the parents may buy the land off. Starting funds are normal, but result from well-earned savings. In cities, the serf character often seems like he just fell off of the turnip cart, and it may well be that he arrived in the city on an actual turnip cart. The character chooses one of the following proficiencies: Agriculture, Animal handling: Shepherd, Animal handling: Swineherd, Animal handling: Goatherd, Animal handling: Poultrer, or Animal handling: Fowler. The player skips to step six of the character background information.
Yeoman: Yeomen have it nice. Small-time landlords, these people own the land that the serfs farm and are ruled in turn by the chivalric class. The character stands to inherit little or nothing, as most Yeoman are in debt to their lords, either due to low crop production, unruly serfs or tyranny. The character's starting funds are normal. The character gains the following proficiencies: Accountancy, Read/Write regional language, Maths, Riding, land based: Horse, and selects one of the following: Agriculture, Animal handling: Shepherd, Animal handling: Swineherd, Animal handling: Goatherd, Animal handling: Poultrer, or Animal handling: Fowler. The player skips to step six of the character background information.
Tradesman, Guildsmen: Tradesmen and Guildsmen are skilled workers who inhabit cities. While the PC may have a small inheritance of money or a building, his family has no land or title. Tradesmen are lesser paid, semi-skilled workers, whereas Guildsmen are masters of their craft, often spending years as an apprentice. The character whose social class is Guildsman or Tradesman gets normal starting funds, but must roll for his parent's profession (Step Five) Note that characters that were instructed to roll on the table in Step four may need to roll a profession for each parent. The player goes to step five of the character background information.
Chivalric: Parents have a land grant, they own and patrol lands until they pass away. Character stands to inherit little or nothing. Characters get normal starting Funds, but may re-roll any ones. The character gains the proficiencies of Land-based riding: Horse, Heraldry, Etiquette, Sewing, Read/Write: Common, Maths, and Languages, Ancient: Dm's Choice (spoken). The player skips to step six of the character background information
Nobility: Parents and character are titled, 98 indicates Barons, Dukes, etc., 99 indicates lesser Royalty, Princlings, Royal sibling, etc. The character gains the same bonus proficiencies as the Chivalric class, plus Barristry, Fencing, Animal Handling: Falconry, Musical Instrument (DM’s Choice), Higher Maths and Read/Write: Languages, Ancient: DM's Choice (written) plus a bonus weapon proficiency in Sabre, Rapier or Main-Gauche (regardless of class) The human or half-elven character will be 1d8yrs older than other starting characters, as he is required to go to school until age 13, when he then must serve as squire, page or apprentice for another 3. The Character has twice normal funds, but may be subject to the whims of his family. The player skips to step six of the character background information
Royalty: The character is heir to a throne, the present king/queen's immediate sibling or the child of a god, Powerful figure or similar being. Character begins with the same proficiencies as the Nobility, but with four times the starting funds. The character's face may well be on several of the coins of the realm and he will be recognized in his homeland. The player skips to step six of the character background information.
Step Four: Multiple Social Classes (If you have been told to skip to Step Five or Six, this does not apply to you.) Use Table below to roll one parent's class, discarding 15 or less, then roll d100 Note: you gain the abilities of the higher social class, and the starting fund thereof. It is your choice which parent is higher, mother or father.
1d100 Difference in professions:
01-20 Lower by three or poverty (higher of the two)
21-40 Lower by two or poverty (higher of the two)
41-75 Lower by one or poverty (higher of the two)
76-85 Higher by one(discard if first score is Royalty)
86-95 Higher by two (disregard if first score is Royalty or Nobility)
96-00 Higher by three (disregard if 1st is Royalty, nobility or Chivalric)
If parents are Guildsman or Tradesman, go to step Five, rolling on the appropriate chart. (if both are, roll twice) If parents hold two different G or T skills, you may take both bonus proficiencies, otherwise go to step six.
Step Five: Guildsman or Tradesman Skills: Determine parent's profession on the “Guildsman or Tradesman Professions” chart (following pages). If a class is determined by "G" or "T", the profession is allowed only of a Guildsman or Tradesman. If your bonus proficiency includes a bonus you already have, count it as taking the proficiency twice. Then go to step six.
Step Six: Parents and Siblings Determine family size, birth order and parent's status. When complete, go to Step seven. If a 1(or less, if a modifier appears) is rolled on # of siblings, character is an only child. Oldest (of character or siblings) is first born, same year indicates twins if desired. Choose gender, or, if desired, roll even-sided die to determine gender of siblings, even is female, odd male. In the case of multi-race siblings, roll the die for sibling age for the appropriate race. It is completely likely for Half-Elves have human or elven siblings, and there is a small chance of many other races having half-breed offspring. If this fits in your character concept, you can roll the “% sib dif race” on percentiles. You may choose any other characteristics of your siblings.
Family Size By Race (from Step Six) | |||||
Character Race: | # of siblings | sibling age: | % chance siblings are alive | % chance parents alive: Both/One/Neither | % Sib dif race |
Changeling | 1d6-4 | 1d20-1X10+d100 | 40% | 20%/40%/40% | 0% |
Dwarf- default | 1d10 | 1d100 | 60% | 60%/30%/10% | 0% |
Elf-default | 1d8-4 | 2d100 | 80% | 80%/15%/5% | 5% half-elf |
Elf-Grey | 1d8-4 | 3d100 | 50% | 30%/50%/20% | 5% half-elf |
Fey/Sidhe | 1d6-2 | 1d20-1X10+d100 | 90% | 90%/9%/1% | 0% |
Gnome-default | 1d10 | 1d100 | 60% | 70%/20%/10% | 0% |
Half-Elf-default | 1d10-3 | 1d100 | 75% | 20%/70%/10% | 15%human 40%elf |
Half-Elf-Grey | 1d6-2 | 1d100+2d20 | 60% | 20%/70%/10% | 5%human 20%elf |
Half-Giant | 1d4-2 | 1d20 | 50% | 30%/30%/40% | 5%human 5% giant |
Half-Orc | 1d8-3 | 1d20 | 30% | 20%/50%/30% | 1% human 20% orc |
Halfling | 3d6-3 | 5d20 | 90% | 80%/15%/5% | 0% |
Human | 1d20 | 1d20+2d10 | 60% | 50%/30%/20% | 1%half-orc 1%half-gia 5%half-elf |
Ogre | 1d20 | 1d20+2d10 | 50% | 30%/50%/20% | 0% |
Wolfen | 1d20 | 1d20+2d10 | 50% | 30%/50%/20% | 0% |
Zandar | 1d10 | 1d100 | 40% | 30%/50%/20% | 0% |
Guildsman or Tradesman Professions (From Step Five) | |||||||
d100 | Parent’s Trade | Bonus Proficiencies |
|
| d100 | Parent’s Trade | Bonus Proficiencies |
1 | Apothecary | Herbalism, 1st-Aid, Lab Skills |
|
| 55(G) | Goldsmith | Goldsmithing |
2 (G) | Architect | Architect., Maths Read/Write: 1 lang |
|
| 55 (T) | Hatter | Haberdashery , Millinery |
2 (T) | Architect’s Assistant | Read/Write: 1 lang
|
|
| 56(G) | Harpmaker | Musical Inst:Harp Wiredrawing |
3-6 | Armorer | Armorer, Smelting |
|
| 56(T) | Hewer | Hewer |
7 | Alchemist | Alchemy, Herbalism, Lab skills |
|
| 57(G) | Herald | Read/Write |
8-9 | Arrowsmith | Arrowsmithing, Fletcher |
|
| 57(T) | Hosier | Tailor |
10 (G) | Assassin (d20/level) | Anatomy, Venom Handling |
|
| 58 (G) | Herbalist | Herbalism, Lab Skills |
10 (T) | Fence | Appraising, Fast-talking |
|
| 58 (T) | Joiner | Carpentry |
11 (G) | Astronomer | Astronomy, Read/Write |
|
| 59 | Horner | Taxidermy |
11 (T) | Astrologer | Astrology, Read/Write |
|
| 60 (G) | Hosteler | Read/Write, Management |
12 | Baker | Baking |
|
| 60 (T) | Tavern Help | Brawling |
13 | Barber | First Aid |
|
| 61 | Ironmonger | Smelting |
14 | Barrister | Barristry, Read/Write |
|
| 62(G) | Leech | Anatomy, Healing First-Aid |
15 | Bellmaker | Smelting |
|
| 62 (T) | Knife-Grinder | WP:Knife, Knowledge:Knives |
16 | Blacksmith | Blacksmith, Animal Handling:Horse |
|
| 63 | Latoner | Brass and lead working,smelting |
17 | Bloomer | Smelting, Mining
|
|
| 64(G) | Locksmith | Locksmithing |
18 | Bladesmith | Bladesmith, Smelting |
|
| 64 (T) | Laundress | Sewing, Soapmaking |
19 | Bookbinder | R/W 2 languages |
|
| 65 (G) | Lute-maker | Wiredrawing, Craft Instrument:Lute, MI:Lute |
20 | Bard | Musical Instrument, local history |
|
| 65 (T) | Laborer | +1 to STR score |
21 | Bowyer | Bowyer |
|
| 66 (G) | Marbler | Masonry |
22 | Brazier | Brassworking
|
|
| 66 (T) | Limeburner | Mining, Fire-building, Lab Skills |
23 | Brewer | Brewing |
|
| 67 | Limner | R/W 1lang, Calligraphy, Illumination, Art.Abil:painter |
24-26(G) | Mason | Masonry, Engineer. and Stonemasonry |
|
| 68 | Minstrel | Musical Instrument, Local History. |
24-26 (T) | Bricklayer | +1 to STR, Bricklaying |
|
| 69 (G) | Minter | Appraisal, Forgery (coins only) or +2 to forge coins. |
27 | Butcher | Butcher, Anatomy |
|
| 69 (T) | Messenger/ Porter | Read/Write, direction sense |
28 | Carpenter | Carpentry |
|
| 70 | Mercer | Haggling, Appraisal, Knowledge:Textiles |
29 (G) | Page/Courier | Lo.History, Politics, direction sense |
|
| 71 (G) | Navigator | Navigation, Astronomy, sailing |
29 (T) | Carrier/ Messenger | Read/Write, direction sense |
|
| 72 (T) | Miller | Miller, Baking
|
30 | Cartwright | Carpentry |
|
| 32 | Chandler | Candlemaking |
31 | Carver | Artistic Ability: Carving |
|
| 33 | Chapman | Haggling, Appraisal |
Guildsman or Tradesman Professions (From Step Five) (Continued) | |||||||
34 | Clerk | Organization, Read/Write |
|
| 73 | Needler | Smelting, wiredrawing |
35 | Clockmaker | Clockwork |
|
| 74 | Paper Maker | Papermaking |
36 | Cobbler | Cobbling |
|
| 75 | Prostitute | Courtesan |
37 | Coppersmith | Coppersmith |
|
| 76 | Pewterer | Smelting, Pewterer |
38 | T: Cook G: Chef | Cooking, Etiquette |
|
| 77 | Saddler | Leatherworking, Land- based Riding: Horse |
39 | Cooper | Carpentry, Knowledge:Barrels |
|
| 78 (T) | Rat-Catcher | Pest-Control, Biology, Venom Handling |
40 | Cordwainer | Cobbling, Leatherworking |
|
| 78 (G) | Sage | Two NWP, DM’s choice, based on race and culture |
41 | Cutler | Bladesmith, Knowledge:Knives |
|
| 79 | Potter | Pottery |
42 (G) | Dragoman | Lo.History, 3 Mod. languages |
|
| 80 | Scribe | Read/Write 2 languages. |
42 (T) | Draper | Tailor, Knowledge: Fabrics |
|
| 81 | Scrivener | Read/Write, Politics, Maths |
43 (G) | Embroiderer | Embroidery, Sewing |
|
| 82 (G) | Shipwright | Shipwright, Carpentry |
43 (T) | Dyer | Tailor, Dye-Making |
|
| 82 (T) | Sailor | Sailing, Swimming |
44(G) | Enameller | Craft: Enameling |
|
| 83 | Spy | Espionage, Tailing |
44 (T) | Farrier | Blacksmithing, Animal Handling: Horse |
|
| 84 | Seamster/ Seamstress | Seamstress/Tailor |
45 (G) | Engraver | Engraving |
|
| 85 | Shepherd | Animal handling: Pick one: Sheep, goat, pig, cattle,deer |
45 (T) | Fisherman | Fishing, Butcher, Net use, Knowledge:Fish |
|
| 86 | Vintner | Winemaking |
46 | Fletcher | Fletcher |
|
| 87 | Skinner | Tanner/Furrier, Butcher |
47 | Forrester | Hunting, Forestry, Survival: Temp. Forest |
|
| 88 | Soapmaker | Soapmaking, Herbalism |
48 | Furrier | Tanner/Furrier, Butcher |
|
| 89 | Tanner | Tanner/Furrier, Butcher |
49 | Gardener | Agriculture, Gardening, Knowledge:Plants |
|
| 90 | Teamster | Teamdriving, Animal Handling: (pick 2)Horse,Ox, Elephant, Goat, Gi.Lizard |
50 (T) | Gem-cutter | Gem-Cutting, Appraisal |
|
| 91 | Tinner | Tinkering, Tinsmith |
51 | Glover | Leatherworking, Craft:Gloves |
|
| 92 | Trapper | Set Snares, Butcher, Tanner |
52 | Glassblower | Glassblowing |
|
| 93 | Waterlender | Haggling, Teamdriving |
53 (G) | Glazier | Glazier, Lab skills |
|
| 94 | Weaver | Weaving, Knowledge: Textiles |
53 (T) | Groom | Animal Handling:Horse |
|
| 95 | Wheelwright | Carpentry, Craft: Wheels |
54 | Goldbeater | Craft: Gold Foil |
|
| 96 | Tinker | Tinker, Haggling, Tinsmith |
72(G) | Nailer | Smelting, wiredrawing |
|
| 97 | Multiprofessional | Roll twice. |
Step Seven: Starting funds
Using the multipliers in your social class, if any, roll according to the class below, and then go to “Part Four Proficiencies” on the next page:
Character Type | Starting fund dice |
| Character Type | Starting fund dice |
Men at arms | 5d4 X 10gp |
| Spellcasters | (1d4+1) X10gp |
Rogues | 2d6 X 10gp |
| Clergy | 3d6 X 10gp |
Mentalists | 3d4x10gp |
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