D&D 5E Dnd World Demographics Excel Tool - Rarity of Classes and Spells

Stalker0

Legend
So a question that often pops up when considering a dnd world is: How rare are adventurers? How easy it it to get access to a 4th level spell? Would casters producing 3rd level magic own the economy of this world?

DMs for the most part handwave these questions, which is fine in the vast majority of games. However, if you like to be more detailed in your world, than this Excel could be of help to you.

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What I have done is make a customizable spreadsheet that lets you tweak things to your world, to give you a rough approximation of how many of each type of class there are. Most importantly, the spellcasters will tell you the availability of spells.

How it works is that you set up your World Population, what % of people are specialists (aka not just digging in the ground to feed themselves), and how often do people "level"? A "2" setting as shown in this example means that if you have 100 1st level people, 50 of them will make it to 2nd level.... and of those 50, 25 will make it to 3rd, etc.

From there, you can set how common various classes are. If you run a nature heavy world, maybe druids are common. Maybe your world is very civilized, and barbarians are practically unheard of. You can just adjust the frequency of each class, and the sheet will handle the rest.

Now the meat are the spell slot tables. I assume that NPC classes don't contribute spell slots. For the most part they have very few, and most of them are used for their own purposes. For the rest, I provide the number of spell slots of each level based on the PC spell progression (aka 3rd level clerics contribute 3 slots to the 1st level pool, and 1 slot to the 2nd level pool.... and yes Arcane Recovery is included).

The last table is Spell "Demand". What I assumed is that 1st level spells are desired by everyone. Even your farmer could use a cure light wounds here and there. Anything higher is "desired" by specialists only. I mean sure a farmer would love a 3rd level spell, but he either doesn't have the means to get it, or doesn't know a caster that could do it for them. As a result, demand for higher level spells is defined by the number of specialists in the world. In our example, every 1st level Bard Spell is desired by 91 people.... but not every day! So its fairly easy to find access to it if your looking for it. But for a Bard 7th.... you are competing with over 30,000 specialists (aka people special just like you) for that slot..... its going to be hard to find, and its probably going to cost. This gives DMs a ballpark of how easy it is for their players to find various spells in the world.

The various values are customizable in the second tab, so you can adjust how rare "rare" actually is to your liking.


So that's the spiel. Feel free to give it a try and tell me what you think.


UPDATE: VERSION 2.1!
So a lot of people wanted to freedom to tweak things at every level. Maybe in your world even 1st level characters are rare, but at high levels you are basically expected to go to 20th, and so things at high levels get easier. Now you can do whatever combination you want. In this version, you tweak the promotion rating for every level. You no longer change the %, this is now a calculated value based on the promotion ratings you choose.... aka showing you the net result of your number. Enjoy!!

2.1 Update: I saw that a lot of people like to define their rarity as "1 in a million" or "1 in 10,000". So I have added in a orange line that will show that to you. So based on your numbers, you can see how each level is in terms of "1 in X"

Example: In the screen below, a "10" above level 1 means that 1 in every 10 people in the world are level 1. The "2" above the level 2 means there are one 2nd level person for every two 1st level people.

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Quartz

Hero
For progression, I would assume a large die-off in the earlier levels but after a point it would be progressively more likely to survive to reach the next level. A 12th level mage is very likely to become an archmage if she can live long enough. But if I need an NPC to be a 13th level paladin, then a 13th level paladin she is.

Could you re-run your spreadsheet with a progression rate of 90% after 5th level?
 


The 20% of specialist seem very high for a default setting.
If you allow 33% of the population being too old, too young, 20% of specialist compare to 66% active makes around 1 of three active people as a specialist. And even 20% of active people being specialist is very high.

i just take a look at Roman empire,

Roughly 50M, at best 500 000 soldiers, that we can consider specialist in term of DnD.
 
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The 20% of specialist seem very high for a default setting.
If you allow 33% of the population being too old, too young, 20% of specialist compare to 66% active makes around 1 of three active people as a specialist. And even 20% of active people being specialist is very high.
It looks like specialists are not just PC classes. "Specialists" are mostly NPCs that aren't sustenance farmers, along with the PC classes.

So in that example table it looks like 84% of specialists are NPCs.
 


Fanaelialae

Legend
Really nice work.

The one thing I think it's lacking is a die-off rate. If an X percentage of characters go from level 1 to level 2, then some percentage of the ones who remained at level 1 did so because they died. That figure would result in a bit of attrition that I don't think your sheet takes into account, meaning that it's including dead characters in those figures.

Edit: I suppose the other way to think of it is that those percentages are for only for living characters. Which would mean that 4% of specialists being barbarians isn't actually 4%. That would just be the percentage that survive. The actual percentage would be higher before attrition. Which I guess is fine, just a little odd from my perspective.
 
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Stalker0

Legend
It looks like specialists are not just PC classes. "Specialists" are mostly NPCs that aren't sustenance farmers, along with the PC classes.

So in that example table it looks like 84% of specialists are NPCs.
This is correct, its a combination of PC + NPC classes. And keep in mind its completely customizable. If you think 20% is too high, you may lower it yourself and the excel will adjust everything that follows. If you think the NPC levels are too high, and you want more PC levels....again you can adjust the %s in the user value area.
 

I made a debunk of my previous example of Roman army.

Fantasy imperial army Roman inspired.

50M population.
500 000 troup.

5% of rookie, guard template.
20% of veteran, Veteran template.
The rest vary between 4-6 hit dice.

Support
For each 100,
1 leader, Knight template.
1 Priest, priest Template.
5000 individual of each.

For each 1000
A problem solver,
Use the Mage template or any Equivalent. 9th level caster.
450 individuals.

For each 10 000
A Hero.
Use the Warpriest, Archmage, Warlord template or any equivalent.
45 individuals.
 

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