The head fisherman for each little operation(lets face it, there were no large scale fishing operations like there are today), should make a fishing proficiency check either each week or month.
2d6 | Success |
2 | 1 sp per day per household |
3 | 1 sp 2 cp per day per household |
4 | 1 sp 4 cp per day per household |
5 | 1 sp 8 cp per day per household |
6-9 | 2 sp per day per household |
10 | 3 sp per day per household |
11 | 5 sp per day per household |
12 | 1 gp per day per household |
2d6 | Failure |
2 | 0 cp per day per household |
3-4 | 1 cp per day per household |
5-6 | 3 cp per day per household |
7-8 | 5 cp per day per household |
8-9 | 6 cp per day per household |
9-10 | 7 cp per day per household |
11 | 8 cp per day per household |
12 | 9 cp per day per household |
(average of all proficiency results) x (average of all bounty results) x (average of all luck results) x 52 = yearly production per household of fishermen.
Next time, i.e. in a few minutes once I finish editing my tables, part 4: Mining
I've been enjoying this series of posts. Our exchange rate isn't 1:1 but I can adjust easily. For many things like these I simply make something up on the fly, but I can see where greater calculations could be necessary at some point and these charts may come in handy or serve as further inspiration. Thanks for sharing them!
ReplyDeleteNot a problem. You're always supposed to use common sense and your own intuition with things like these anyway. This is just here to help generate ideas.
ReplyDeleteI'm having trouble understanding this post (and the ones that are similar). You are effectively determining a random number here for yield via a complex series of rolls and table lookups. For such an arbitrary result, why not just use a single roll? Pick an arbitrary average (rather than making a horde of rolls) and then just modify with a single roll?
ReplyDelete