Wednesday, September 24, 2025

Splitting Race and Occupation

d10Race
1-7Human
8Dwarf
9Elf
10Halfling
Well, that was easy. See you next week!

∗ ∗ ∗

Of course there's more to it than that. While DCC's default Occupation table provides a great spread of peasants and bundles race in neatly, sometimes it becomes necessary to separate the two. Using default tables, obviously any homebrewed or additional races will not be accounted for, and any alternative Occupation tables (such as the one I made for prisoners) need to choose between bundling the default demihuman races (thus limiting the setting) in or not providing for race at all (thus not allowing all the standard possibilities without some other system).

Using the table at the top of the article, you can determine race with the same probabilities as in the core rules. You can then roll on the Occupation table and ignore the race entirely - it isn't actually a problem if you get human haberdashers, halfling falconers, or dwarven gongfarmers. This is a quick and dirty solution, but if you want to give each race its own unique flavour it becomes necessary to provide an Occupation table for each race. I've seen a lot of homebrew races come with these tables anyway, and for ones that don't you really only need a table of 6, 8 or 10 results.

Why would you need to do this? Mostly so that you can fit custom races in and make them playable in a funnel using the same random generation method you would for a standard setting. I personally like the way races are distributed at random in DCC, giving a mostly human population and making the dwarves and elves feel more special. If the Judge wants to include a new race, it's a little at odds with the rest of the game for players to simply choose to be this one rare, unique race.

Here's an example of a table with custom races.

d%Race
1-75Human
75-79Dwarf
80-84Elf
85-89Halfling
90-94Gnome
95Minotaur
96Kenku
97Lizardman
98Bearfolk
99Android
100Dragon

I'm not quite happy with that, though. I'd probably condense the list into subgroups, both to make it compact and also to easily be able to edit the available races while maintaining proportionate amounts of demihuman and weirder races. Here we have a neat 75% humans, 19% demihumans, 4% beastfolk and 2% exotic, and this will remain true no matter how many weird races I slot into the exotic category. It's unusual for any one of those to show up in an adventuring party, let alone multiple. The intent is to make the funnels where these appear memorable.

d%Race
1-75Human
76-94Demihuman, d4: (1) Dwarf, (2) Elf, (3) Halfling, (4) Gnome
95-98Beastfolk, d4: (1) Minotaur, (2) Kenku, (3) Lizardman, (4) Bearfolk
99-100Exotic, d3: (1) Android, (2) Dragon, (3) Ooze

The Ooze wouldn't neatly fit on the previous table because it would make exotic races more common if it took up a whole other percentage point - a demonstration of how unusual races can easily be slotted in without disrupting the population.

For any cases where it matters, you can slot in a race-specific custom Occupation table. It might not matter if you have a bearfolk turnip farmer, but a dragon turnip farmer is going to turn some heads.


1 comment:

  1. Oh snap! Thanks for linking my ooze! I do love the idea of separating race and occupation and think it probably would have been appropriate for my setting, given the rarity of certain races such as the ooze. I think this has made me want to go back and make an appropriate table for it instead of listing occupations for each race when I get around to that issue of the Zine.

    I would love to see what Minotaur you're using, if you're doing race as class, though I know you had a good post about breaking apart race as class as well.

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