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

Stalker0

Legend
Some people may prefer this method. In this chart, I am using the 5e XP table to determine rarity. For example, it takes 300 XP to reach 2nd, and 900 XP to reach 3rd.... so we assume 3rd level characters are 1/3 as common as 2nd level characters.

The only trick is at 1st level, as there is no XP number. So we don't know how much rarer a 2nd level character is from a 1st. Therefore, I left that as a user defined value. In this chart, you can set what % of 1st level specialists that actually advanced beyond 1st. Then the chart will handle the rest. All the other features are the same, this is just a different way to determine level rarity.

Example: If you think that 70% of your 1st level specialists stay at 1st level for their careers, then set the value to 30%.
 

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Yaarel

He Mage
Fame increases while leveling: the approximate number of people who recognize your character.

Conversely, this correlates reasonably well to the percentage of high-level characters per population.

For example, a population of about a million will produce a level 12 character. Compare, medieval England with a population of about a million who celebrate Beowulf, who in my opinion is about a level 12 Fighter, and is one of the most powerful fighters in the region.

LEVEL PER POPULATION
L0 per 1

STUDENT
L1 per 3
L2 per 10
L3 per 30
L4 per 100

PROFESSIONAL
L5 per 300
L6 per 1000
L7 per 3000
L8 per 10,000

MASTER
L9 per 30,000
L10 per 100,000
L11 per 300,000
L12 per 1,000,000

LEADER
L13 per 3,000,000
L14 per 10,000,000
L15 per 30,000,000
L16 per 100,000,000

LEGEND
L17 per 300,000,000
L18 per 1,000,000,000
L19 per 3,000,000,000
L20 per 10,000,000,000



Note, players are always exceptions to the rule. But the above sets the feel for my campaigns.
 

Lanefan

Victoria Rules
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.
Question: is that "2" value (or whatever is selected for that spot) locked in for all level jumps once set or can it be easily tweaked level by level?

I ask because I've always seen it that - particularly in the adventuring population, which is what I'd mostly want to model with this - a relatively low percentage (25% maybe) of 1st-levels make it to 2nd but a much higher percentage of, say, 9th-levels make it to 10th (maybe 60%); with the percentage approaching a cap (70%?) as level numbers increase due to a) the greater availability and-or relative affordability of revival magic and b) a certain commitment to that career path that might not be present in low-level types.

Another factor is time, to wit: racial lifespan. An Elf with a 1000-year lifespan is pretty much guaranteed to make it to some sort of level in something during that time (and forget those skills later, then start advancing in something else!) while a Human not so much. Due to this I'd never be able to run a full-world model, only culture by culture.

EDIT to add: does this model assume that levels, once gained, are never lost due to disuse? E.g., once a 6th-level Fighter always a 6th-level Fighter even if it's 25 years since you last picked up a weapon? If yes, I'd also want to tweak for that somehow, as I see levels as being something that need to be at least somewhat maintained through practice or else they'll slowly rot away.
 

Li Shenron

Legend
That's a very good job.

My approach is quite different. My answer to "how many X are in the world?" is invariably "you don't know". If a player insists in the right to know, I suggest them to start counting.
 

Lanefan

Victoria Rules
That's a very good job.

My approach is quite different. My answer to "how many X are in the world?" is invariably "you don't know". If a player insists in the right to know, I suggest them to start counting.
I don't think this is designed to tell the player how many of X might be in the world, it's designed to tell the DM. :)
 


squibbles

Adventurer
So a question that often pops up when considering a dnd world is: How rare are adventurers? How easy is 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.
That's a cool exercise and it would be really interesting to see a setting that is self-consciously built around a set of class demographic assumptions--in the way that, for example, Ptolus or the Tippyverse are self-consciously built around game mechanical assumptions.

And, notably, there are some cool details that the example that you posted pics of (btw, thanks for that; I'm always leery of downloading files). The highest level wizard (& sorc, & lock) in that simulated world is 15, which means that no one represented in the chart can cast a wish spell.

You could, of course, decide by fiat that someone does cast the wish spell, but the far more interesting exercise is to start with reasonable assumptions and then be pleasantly surprised by the idiosyncrasies they yield--maybe in that world no wish spell has ever been cast... yet.

The problem with the tool--and first principles worldbuilding in general is that we often want self-contradictory nonsense societies from our D&D, in which demographics, land area, and implied technology render medieval aesthetics sensible only in the context of capriciously feudal-chic Kirbyesque space gods. The far safer tactic for systematic worldbuilding is to start with the content one wants it to have and then reason backwards to the adventurer mortality assumptions as an exercise in intellectual curiosity.

So for example, I could change the base assumptions to the following, since it feels like it'd get me closer to the wish spell availability I want:
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. [...]

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

But wait that's 128 level 20 archmagi (625*(0.9^15) (...I think)), that feels like too many (esp. considering the last time that our world had a population of 100,000,000, it was 500 BCE). Let me just tinker with the numbers a little more...

Some people may prefer this method. In this chart, I am using the 5e XP table to determine rarity. For example, it takes 300 XP to reach 2nd, and 900 XP to reach 3rd.... so we assume 3rd level characters are 1/3 as common as 2nd level characters.

The only trick is at 1st level, as there is no XP number. So we don't know how much rarer a 2nd level character is from a 1st. Therefore, I left that as a user defined value. In this chart, you can set what % of 1st level specialists that actually advanced beyond 1st. Then the chart will handle the rest. All the other features are the same, this is just a different way to determine level rarity.

Example: If you think that 70% of your 1st level specialists stay at 1st level for their careers, then set the value to 30%.
Again, potentially interesting if carried to its conclusion but, at bottom, D&D rules do not simulate life. I think it would be hard to use these calculations to add texture and detail to a world without also creating a bunch of odd knock-on effects.

The fun here is in discovering the novel and very likely gobsmackingly jank-ass D&D world that would exist if those premises were fully accepted (again, see Tippyverse).

Would casters producing 3rd level magic own the economy of this world?
I feel confident that it's the casters producing 2nd level magic that would own the economy of the world.

Rockefeller started Standard Oil to meet the world demand for illuminants--the money printing machine that was late 1800s access to light.

Any business with a sufficient number of assembly-line working 3rd level wizards to cast continual flame would be a world economy spanning juggernaut--producing safe, infinitely durable, clean burning, moderate intesity light, far technologically in advance of anything that yet exists. At least until they saturated the world market with magic candles, causing a global market crash... or they used up the world supply of ruby dust.
 

NotAYakk

Legend
In order to keep the world feeling the way I want it to, I want a ratio like:

100 L 1
30 L 2
10 L 3
3 L 4
1 L 5

And that anyone above level 5 did not get there by a human mortal lifespan of "practice". To break level 5 you need a supernatural excuse. Maybe you can have a bucketload of raw talent and be level 7; but more likely you traded your ability to love to the unseelie for power.

The eldar races (dwarves snd elves) can pull it off with century+ of young, healthy bodies and minds. This will also be limited, probably to around level 11 (with elves capping out more often than dwarves).

However, cheating happens. Being blessed by divine power, magical lineage, crazy magic rituals where you suck the mojo out of other things, or the fantasy equivalent of super hero gamma ray exposure.

Monster wise, the 5e "guard" is roughly "level 1", the veteran/knight is a L5.

Higher level magic requires ancient magic items, including spell scrolls, or slow and costly ritual magic fueled by ley lines.
 

Quartz

Hero
Upthread a Roman legion was mentioned. For me, the skirmishers would be levels 1-2, the legionaries level 2-3, centurions level 4-6, and the senior centurions levels 6-8. There would, of course, be the odd exception.
 

Quartz

Hero
But wait that's 128 level 20 archmagi (625*(0.9^15) (...I think)), that feels like too many (esp. considering the last time that our world had a population of 100,000,000, it was 500 BCE).

Is one in a million (roughly) really so many? Remember that some of those will be liches and demiliches. Remember that many will be too far away, tied up in some potentate's court, exploring other planes, or otherwise inaccessible. Roman-era Britain had a population of about 3.5 million: are 3-4 archmages in that area too much?
 

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