borderborderborderborderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Craft Skills: Adobe to Agriculture, Floating
Adobe (Physical 1, Strength/Muscle)—A character with this skill is proficient in the art of making a plaster of mud, with which he can build strong walls and overhanging roofs. A skilled character can build a section of wall 20' long by 5' high in one day.
Agriculture (Mental 1, Intelligence/Knowledge)—The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.
Barbarians: Agriculture is only available to the most advanced barbarian cultures, this skill gives the character a primitive knowledge of farming techniques. He knows how to care for small herds of livestock, such as goats and sheep. He can raise modest crops in favorable conditions, usually wheat, rice and other grains. He knows what plants grow better in cultivated soil and uses sticks and bones to break the ground. He has little or no understanding of irrigation, fertilization, pest control, food preservation or crop rotation. When using the expanded rules for Agriculture, a barbarian character receives a -40% penalty to his roll on the Table 5.3.03: Farm Profitability.
Agriculture Expanded Rules: The DM may use this expansion of the Agriculture skill when druid characters assist a small village facing tough times or if a PC takes up farming. These rules can be used to figure the prosperity of an entire village if the DM groups area farms together and uses the skill rating of the village leader or druid with Tables 5.3.00 and 5.3.03 below. Before applying the following rules, the DM must decide how many people the farm in question is designed to support.
A medieval farm needs a manager with the Agriculture skill. At optimum level, a farm has one worker per every two people it supports (in an average year). Based on medieval farming methods, three to five acres of farmland are needed to support each person. For simplicity, it is assumed that three acres of land are needed to support each person and of that acreage, one-third or one acre remains fallow each season. Therefore, under average conditions, one-square-mile of land (640 acres) could support around 215 people and would require 108 farm workers.
A farm with more workers may produce a slight surplus; if it has fewer workers, it will yield less, since the crew would have more chores than hands. Children between ages seven and 11 count as half a worker, and those 12 and older count as a full worker.
How Did the Farm Perform? To quickly determine the success of a farm (or garden or village) for the year, the DM looks at the number of people it can support. For instance, a family farm might produce enough to support six people if the family has five members, the farm shows a profit. With six, the farm merely scrapes by. A family of seven is starting to get hungry.
Figuring Farm Profitability: DMs wanting more precise details about a farm's performance can follow these steps:
  1. Determine Skill Base: Every year the player rolls and Agriculture skill check and consults Table 5.3.00. below to determine the character's base skill rating modifier. The skill rating modifier will later be applied to table the results on Table 5.3.03: Farm Profitability.

    Table 5.3.00: Base Skill Rating Modifier
    Agriculture Skill Check Modifier
    skill check 4x or greater than Agriculture skill or a critical failure
    -50%
    skill check at least 3x but less than 4x skill score
    -40%
    skill check at least 2x but less than 3x skill score
    -20%
    skill check at least 1.5x but less than 2x skill score
    -10%
    skill check less than 1.5x skill score
    -5%
    skill check made by at least 10%
    0%
    skill check made by at least 25%
    +5%
    skill check made by at least 50%
    +10%
    skill check made by at least 75%
    +20%
    skill check made by more than 75% or critical success
    +30%

  2. Apply the worker modifier: The number of workers modifies the roll on Table 5.3.03: Farm profitability. For each 10% which the farm crew falls below its optimum number of workers, the DM applies a -5% penalty to the roll on Table 5.3.03. If the farm has 20% more workers than optimum, the DM adds a +5% bonus to the roll on Table 5.3.03. (Having more workers gives no extra bonus.)
  3. Figure the Random Events Modifier: As any farmer knows, what makes the farming life interesting is nature's eternal cussedness: random events. The DM should roll on Table 5.3.01: Farm Random Events to see what's in store for the farm, then apply the random events modifier to the roll for profitability.

    Table 5.3.01: Farm Random Events
    d20
    Event
    Modifier
    1
    Ruinous weather
    -30%
    2-3
    Bad weather/Insect plague
    -20%
    4-6
    Animal/Crop disease
    -10+1d10%
    7-8
    Building damaged
    -10%
    9-10
    Predators/Pests
    -5+1d4%
    11
    Poachers/Bandits
    -5%
    12-15
    No bad news
    0
    16-17
    Used good seed
    +5%
    18-19
    Good weather
    +10%
    20
    Special varies

    Note that often the actions of the farmers (or PCs helping them) and available priestly or druidic spells can reduce the penalty from random events. See the descriptions below:

    • Ruinous weather may include flooding or a long drought. A successful Weather Sense skill check by the farmer halves the penalty. (The farmer had advance warning and prepared for the weather.) If the farmer knows a druid who can use the control weather spell to counter the bad weather, all but 1d4% of the penalty can be negated.

    • Bad weather might mean an early frost, a slight drought or excessive rain. The Weather Sense skill halves the penalty and the control weather spell negates it. An insect plague includes any invasion by crop destroying insects (such as locusts) or parasites (such as giant ticks) which affect the health of animals. This penalty can be halved or negated through the use of spells that effect or ward against insects (at the DM's option).

    • Animal/Crop disease means a disease breaks out among the farm's domestic creatures or that the crops are affected by a blight or disease. If animals are effected a successful Veterinary Healing skill check (one try) by the farmer halves the penalty; the use of a cure disease spell negates this penalty. If crops are effected a successful unmodified Agriculture skill check halves the penalty. The use of spells such as heal plants can negate the penalty.

    • Building damage may result from a severe storm, fire or other disaster. The penalty applies only if the farmer cannot afford to fix the damaged property, and continues to apply every year until repairs are made. Paying 10 gp for every person the farm supports "repairs" each penalty point.

    • Predators, poachers or bandits repeatedly steal food or animals. Pests include minor invasions of nonbeneficial insects. If PCs negotiate with, drive off or destroy the menace(s), the penalty does not apply. In the case of pests, many spells will negate the penalty as will a successful unmodified Agriculture skill check.

    • Using good seed or being blessed by good weather has a positive effect on the profitability of the farm.

    • A special roll means something unusual occurs. Perhaps a wizard, war or dragon devastates the farm — apply -50% to the farm profitability roll this year! If a god's avatar stops by and blesses the crops, apply +25% bonus to farm profitability.
    Note: Spells such as plant growth can add greatly to the farm's profitability as detailed in the spell descriptions.

  4. Terrain modifiers: The following modifiers for terrain are applied to the farm's profitability roll. (These modifiers are for an average farm growing a typical crop or raising animals typical to those found on a medieval farm. A farmer raising mangoes in the jungle would not be penalized.)

    Table 5.3.02: Terrain modifiers
    Terrain type
    modifier
    Any arctic
    -90%
    Any subarctic
    -50%
    Plains/grasslands
    +10%
    River flood plain
    +15%
    Cleared forest
    0%
    Cleared jungle
    -10%
    Drained swamp/marsh (except when using Floating Agriculture)
    -30%
    Hills
    -15%
    Mountains (terraced)
    -25%
    Irrigated desert
    -15%
    Badlands/scrub
    -75%
    Desert
    -90%

  5. Find the Farm's Profitability: After totaling the base skill rating, worker, random events, and terrain modifiers, roll on the Farm Profitability Table below and apply the modifier to determine the output of the farm. Production is given in bushels of foodstuffs per acre and includes both crops and animals. One bushel is equal to 50 lbs of grain or its equivalent. Each person supported by the farmland requires 16 bushels of food each year to survive. Excess foodstuff may be sold or stored.

    Table 5.3.03: Farm Profitability
    d00
    Result
    01 or less
    Crop failure! Yield is 4 bushels/acre
    02-05
    Poor crop. Yield is 5 bushels/acre
    06-15
    Poor crop. Yield is 6 bushels/acre
    16-25
    Below average. Yield is 7 bushels/acre
    26-75
    Average crop. Yield is 8 bushels/acre
    76-85
    Above average. Yield is 9 bushels/acre
    86-95
    Above average. Yield is 10 bushels/acre
    96-99
    Above average. Yield is 11 bushels/acre
    100-105
    Superior crop. Yield is 11+1d4 bushels/acre
    106-110
    Excellent crop. Yield is 15+1d3 bushels/acre
    111-115
    Bumper crop. Yield is 18+1d4 bushels/acre
    116+
    Astounding crop. Yield is 22+1d4 bushels/acre

The Harvest's Cash Value: The farm's productivity can also be measured in cash terms. The value of the harvest equals 2 gp per bushel produced in excess of what is needed to feed the populace (16 bushels per person per year). With this information, the DM can see if any families are starving and how much aid would get them back on their feet.
Determining a farm's profitability can provide role-playing opportunities for druids and characters who are lords of their own fief.
An example of the Agriculture skill expanded rules: Baron Legmin's steward, Norel, has an Agriculture skill of 90% and is responsible for 300 acres of farmland of which 200 acres will be tilled (or used to raise animals) and 100 acres will remain fallow. This farmland will support 100 people which require a total of 1,600 bushels of foodstuff to survive each year. A total of 50 farm workers will be required to farm the land.
Norel rolls a 45 for his Agriculture skill check which is half (50 percent) of what he needed to succeed and according to Table 5.3.00: Base Skill Rating Modifier, entitles him to a +10% bonus to his roll on Table 5.3.03: Farm Profitability. He has assigned 10 additional workers to tend the Baron's field (20% more than are needed) for a +5% bonus. On the Table 5.3.01: Farm Random Events, he rolls a two which indicates bad weather or an insect plague. The DM determines that the farm has been struck by bad weather which would result in a -20% penalty, but Norel makes his Weather Sense skill check and cuts the penalty in half to -10%. In addition, Baron Legmin's farm is located in an area of plains which results in a +10% bonus.
The total modifier to Norel's roll on the Farm Profitability Table is +15%. He rolls a 71 modified by +15% for a total roll of 86% which indicates an above average yield of 10 bushels per tilled acre or 2,000 bushels. After subtracting 1,600 bushels of foodstuffs to support the populace there is a surplus of 400 bushels that can be sold for a total of 800 gp.
If Norel had rolled a 10 on the Farm Profitability Table for a modified roll of 25% the farm would have produced a below average yield of seven bushels per tilled acre or only 1,400 bushels of foodstuff — 200 bushels less than what is needed to feed the populace. Baron Legmin would then be faced with the choice of buying 200 bushels of foodstuffs for 400 gp from a nearby fief or to allow some of his people to face starvation.
Racial modifiers: Arrakian humans gain a +5% bonus to this skill. Tallfellow and Hairfoot halflings gain a +10% bonus and Rock Gnomes are penalized by -10%.
Agriculture, Floating (Mental 1; Intelligence/Knowledge) — A character with this skill can create land on the surface of shallow lake or on marsh water and use it to grow all sorts of crops. Up to one 100' square (10,000 square feet) can be created by a skilled character during a year. However, this skill is not commonly practiced in most of the known world.
Such floating gardens are tended with fresh, fertile silt every year and have an intrinsic and plentiful water supply. Thus they tend to yield about twice as much as an equal-sized plot on dry land.
Prerequisites: Agriculture is a prerequisite for this skill. A character with both the Agriculture and Engineering skills can duplicate the effects of this skill by making successful Engineering and Agriculture skill checks.
The expanded rules for agriculture listed under the Agriculture skill also apply to Floating Agriculture.
previousnext
Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site