D&D World Demographics

Sort of...

I don't use the settlement size chart (my world's closer to 18th century population levels).

Nor do I use the percentage breakdowns (N% experts, Q% aristocrats, ...).

But I do use the community modifiers, and the maximum level generations.

My general procedure:
1) Figure out the size of the population I want/need to work with.
2) This sets the community modifier, though I might give it a WAG adjustment when I blow through the top of the chart.
3) Pick the classes I'll be working with, and arrange them in size order. Usually, I'm working with small, isolated populations, so I can freely choose which classes are available, or even combine classes into a single entry. For example, for an evil cult I was working with, I combined the Cleric, Wizard, and Sorceror entries into one, since Sorcerors where the only casters, and fulfilled all three functions in that society.
4) Once I've ordered the classes, I determine the maximum level in each class, adjusting as I see fit.
5) Then it's spreadsheet time, cause I'm lazy. Character Level down the side, classes along the top. Put ones in the appropriate spots for the maximum levels.
6) Then each lesser level is 1.5 times the level above it (since I'm working from max down). Then I truncate.

It roughly generates the curves I want. If I'm in a *real* hurry, I don't bother with the last two steps.
 

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I do not use the DMG demograhics IMC

Instead folks range from 1st (young apprentices) to 7th level (grizzled masters) depending on age and experience. This lets me plug and play from "And Everyone Else" as needed -- very handy

Folks outside of this range are exceptional and are "named" NPC's not just fodder

I also don't use the Adept class or any of the other .alt NPC classes. I figure anyone in an adventurous occupation gets a PC class --

I do use maximum community wealth though -- its not a great rule but it will work till I come up with something better
 
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I tend to use the DMG tables, but expand them to cover larger geographical areas - take the largest settlement in the area, generate the NPC lvls from that, and then spread them out over the whole area. I like PC classes to be something special.

High level commoners aren't really an issue, as I tend to view level as either "plot relevence" or "importance to life in the area", so it's no problem if the village headsman is a fifth level commoner or if there's a 10th lvl commoner somewhere in the city - somewhere along the way he/she will become important to the fate of the are anad cross path with the pcs when the time is right.
 

Quasqueton said:
Do you use the world demographics rules from the DMG?

Not directly (usually), but they are a useful guideline.

If you do use the DMG demographics rules, how do you "explain" (in game) the existance of a paladin or monk in a village of 200?

Usually by not putting one there in the first place. If there is one there, it is likely someone just passing through.

How do you explain that the highest level NPC in the village/town/city is a commoner, instead of a fighter or mage?

Because it makes sense. Given 200 characters, 5 of which are fighters, 1 of which is a cleric, 6 of which are rogues, and 188 of which are commoners, most likely the highest level one is going to be a commoner. What exactly is your issue with this?

If you do not use the DMG demographics, do you have a formula or chart for determining what classes and levels are in a given settlement?

I usually just ballpark it. Most places have about 75% commoners, 15% experts, 5% warriors. The other 5% is made up of about 50% aristocrats and 40% split about evenly between Fighters, Rogues, and Adepts. The other 10% is split up about evenly between all the other classes except Druids, Rangers, Monks, and Paladins. The highest level characters are usually Rogues, Commoners, or Aristocrats. When story warrents it, this can easily be replaced by Wizards, Clerics, or Fighters (if the place is known for its wizards, its priests, or its army). Aristocrats are often multiclass as they have time to dabble in many other things. Fighter, Warrior, Cleric, and Wizard are all common choices, though Clerics tend to only have a few levels in Aristocrat.

If the PCs decide to haggle with the merchant over the price of goods, how do you quickly determine the merchant's Diplomacy skill?

I ballpark it. 7 is about average, though (that's a max rank, skill focus expert 1, with a Charisma of 12). If that's what he does for a living, it should be pretty maxed out. And higher level ones make up for those lower level ones who haven't maxed out.

If the PCs decide to take on the local bully in a bar brawl, how do you quickly determine the bully's abilities and level?

Depends on the size of the town, but I'd usually make them something along the lines of a Commoner 4. The bully's probably got a day job working some menial labor, but has probably been into quite a few scuffles in his life giving him a higher than normal level. Smaller towns would warrent lower levels, while larger towns would warrent higher levels (though not much higher, maybe a max of Commoner 4/Warrior 3/Fighter 1). Ability wise, I would give them about 16 Strength, 10 Dex, 12 Con, 10 Int, 8 Wis, 8 Cha. Using the 3d6 rolling method, an individual has a 4.6% chance of having a Strength that high, meaning there is probably at least 10 of them in a town of 200. The strongest ones are the most likely to become bullies, and having a slightly high Constitution would also be normal for a bully. He's a bully, so I would imagine he's got a somewhat below normal Wisdom and Charisma. Dex and Int are just average... Improved Grapple would be normal, Str 16, BAB +2, proficient with the Club +5 1d6 x2, +7 to grapple checks.
 


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