Prepare for electronic bombardment!reanjr said:I don't want to do this in a spreadsheet (it would require macros which are spreadsheet specific and can cause security concerns), but if I get enough PMs or emails (reanjr@reanjr.org) I'll do this as an app. Let me know if Linux support is an issue.
Forgive me, but forget the data points of the "RAW". They're not useful. Be VERY aware of just what those tables in the DMG are for: "When the PC's come into a town and you need to generate facts about that town quickly[...]. To randomly determine the size of a community, roll on table 5-2 below." Emphasis mine. These tables are for when you either can't or won't provide the information they generate on your own. RANDOMLY determining the size of your game worlds population on a regular basis is a BAD way to go about it. Even using charts and formulae on a regular basis for this stuff rather than your own good judgement is a bad way to go about it. Those charts in the DMG are HIGHLY simplistic and as such are just about guaranteed to produce results so skewed that it would be amazing that they actually work as a model of demographics for anyone.Snapdragyn said:I've tried to come up with a spreadsheet based on the DMG numbers, but it's a) very macro-heavy, b) cross-referenced to some campaign-specific files, & c) never quite came out to a smooth progression that matched the RAW datapoints. I'd love to see something by someone more numbers-savvy than myself.
I think the real problem is that for ANY tables or formulae to work you need to have a grasp of what the sizes of your population centers ARE, not determine them randomly. Then you need to have an idea of what kind of representation of leveled characters you want FIRST, before you derive a formula that will provide an array for a given population level. Then you have to be willing to ignore the results anyway and just decide what you want despite what the "formula" tells you should be there.Couple of 'wish list' items for such an application: in addition to the basic sheet with only the core classes, it'd be nice for there to be a way for the client to add extra classes, & also to adjust the representation of classes in the community (both to make room for non-core classes & to have different class arrays & frequencies in different areas).
I'm among those who feel that there are too many spell-casters in most published settings. Both arcane and divine magic require (or should require) lengthy periods of training/apprenticeship. Add to that the relatively high mortality rate for adventuring wizards and you get few spell-casters compared to fighters or rogues.genshou said:Actually, those stastistics can come in very handy. It's the "default" for determining what is a normal community in a standard D&D setting. Some of us actually want to know these things, especially me. I noticed that on EN World people were often complaining about how "high-magic" standard D&D is, and how there are so many high-level NPCs running around with powerful spells, so I endeavored to find out what a true "standard D&D" setting would look like. Imagine how much easier some of my calculations would be with such a spreadsheet or program!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.