Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the DMG Demographics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="seasong" data-source="post: 755867" data-attributes="member: 5137"><p>Please forgive me if I step on any toes. This is a topic I've been playing with as well, and I wanted to share some of my results.</p><p></p><p><strong>My Assumptions and Results</strong></p><p></p><p><strong>Level:</strong> Age 0-11 is level 0; age 12-13 is level 1 (apprentice); age 14-15 is level 2 (senior apprentice/journeyman); age 16-17 is level 3 (full journeyman, max skill +10, 2-3 feats); each 2 years thereafter represents a level (see CR assumptions, below).</p><p></p><p><strong>CR:</strong> People tend to face threats in GROUPS; those best suited to facing threats are brought together to face those threats; the highest level people are highly mobile and imminently capable of finding and attacking the threats best suited to them; threats (like most ecologies) tend to rarify the higher they are, just like the population numbers. People tend to face 3-10 threats in the course of a year (of +/- 2 CRs to their level), based on the dangerousness of the D&D default worlds. The survival rate for this is pretty good (49 deaths per 1,000 people of a given age) due to organization and the fact that a CR of level+1 or lower is generally non-lethal against groups. AT AGE 13 AND LOWER, I assumed a death rate of only 5 per 1,000 people, assuming (rather optimistically) that they would generally be better protected and closer to mundane death rates (stillbirths and sickly births are ignored as part of a reduced birthrate). AT AGE 72 AND UP, adventuring STOPS; everytime I ran this, the death rate went through the roof when combined with the 2d20 roll, lost attributes (D&D's aging rules) and CR deaths combined - people who continue to fight past age 71 die quick, so the assumption is that they are reserved for emergences. This restricts levels to level 30.</p><p></p><p><strong>Urbanization:</strong> If we assume that <em>plant growth</em> is not an urban multiplier (I think it is, but that's a whole 'nother controversy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), it should at the very least result in a maximized normal urban population (as if for extremely fertile and efficient farmland). That's about 15% urbanization (150 people out of every 1,000 total population are urban). A single level 5 cleric with <em>plant growth</em> with WIS 16 and the Plant Domain can, over the course of a year, cover 1,250 square miles (150,000 total population at a land density of 60). So we need seven 5th level or higher clerics per million people in the numbers below.</p><p></p><p>With a 1,000,000 population, here is the rough breakdown by level:</p><p></p><p>level 0 (0-11) - 347,512 (34.75%)</p><p>level 1 - 61,151 (6.12%)</p><p>level 2 - 56,588 (5.66%)</p><p>level 3 - 51,178 (5.12%)</p><p>level 4 - 46,285 (4.63%)</p><p>level 5 - 41,861 (4.19%)</p><p>level 6 - 37,859 (3.79%)</p><p>level 7 - 34,239 (3.42%)</p><p>level 8 - 30,966 (3.10%)</p><p>level 9 - 28,006 (2.80%)</p><p>level 10 - 25,329 (2.53%)</p><p>level 11 - 22,907 (2.29%)</p><p>level 12 - 20,717 (2.07%)</p><p>level 13 - 18,737 (1.87%)</p><p>level 14 - 16,945 (1.69%)</p><p>level 15 - 15,326 (1.53%)</p><p>level 16 - 13,860 (1.39%)</p><p>level 17 - 12,535 (1.25%)</p><p>level 18 - 11,337 (1.13%)</p><p>level 19 - 10,253 (1.03%)</p><p>level 20 - 9,273 (0.93%)</p><p>level 21 - 8,387 (0.84%)</p><p>level 22 - 7,585 (0.76%)</p><p>level 23 - 6,860 (0.69%)</p><p>level 24 - 6,204 (0.62%)</p><p>level 25 - 5,611 (0.56%)</p><p>level 26 - 5,074 (0.51%)</p><p>level 27 - 4,589 (0.46%)</p><p>level 28 - 4,151 (0.42%)</p><p>level 29 - 3,754 (0.38%)</p><p>level 30 - 3,395 (0.34%)</p><p>level 30 geezer - 31,528 (3.15%)</p><p></p><p><strong>Class Distribution:</strong> On a 3d6 distribution, 46,296.3 people will have one attribute of 16+. Of those, 7,001.6 will have a 12+ in 2 other attributes. I'll mark that as "PC classes". Everyone else consists of "NPC classes". Here's my rough PC class ratings:</p><p></p><p>[CODE][color=skyblue] STR DEX CON INT WIS CHR Rarity Modifier</p><p>Barbarian 5 2 2 0 1 0 x0.1</p><p>Bard 0 3 0 2 0 5 x1</p><p>Cleric 0 0 2 0 5 3 x2</p><p>Druid 0 3 2 0 5 0 x0.5</p><p>Fighter 5 2 3 0 0 0 x2</p><p>Monk 3 3 0 0 4 0 x0.1</p><p>Paladin 2 1 1 0 3 3 x0.5</p><p>Ranger 2 3 2 0 3 0 x0.5</p><p>Rogue 0 4 0 3 1 2 x2</p><p>Sorcerer 0 2 1 0 0 7 x1</p><p>Wizard 0 2 1 7 0 0 x1</p><p></p><p> STR DEX CON INT WIS CHR (after rarity modifier)</p><p>Barbarian 0.5 0.2 0.2 0 0.1 0</p><p>Bard 0 3 0 2 0 5</p><p>Cleric 0 0 4 0 10 6</p><p>Druid 0 1.5 1 0 2.5 0</p><p>Fighter 10 4 6 0 0 0</p><p>Monk 0.3 0.3 0 0 0.4 0</p><p>Paladin 1 0.5 0.5 0 1.5 1.5</p><p>Ranger 1 1.5 1 0 1.5 0</p><p>Rogue 0 8 0 6 2 4</p><p>Sorcerer 0 2 1 0 0 7</p><p>Wizard 0 2 1 7 0 0[/color][/CODE]</p><p></p><p>There will be roughly 1,166.7 people with a 16+ in each attribute. Using the above as a straight list of proportions for each class, I get the following numbers (and % of total population) of each:</p><p></p><p>Barbarian: 78 (0.0078%)</p><p>Bard: 556 (0.0556%)</p><p>Cleric: 1,264 (0.1263%)</p><p>Druid: 317 (0.0317%)</p><p>Fighter: 1,591 (0.1591%)</p><p>Monk: 68 (0.0068%)</p><p>Paladin: 328 (0.0328%)</p><p>Ranger: 344 (0.0344%)</p><p>Rogue: 1,201 (0.1201%)</p><p>Sorcerer: 528 (0.0528%)</p><p>Wizard: 725 (0.0725%)</p><p></p><p>That looks pretty reasonable. You can multiply that by the Population by Level chart to get how many of a particular class at a particular level, as well. Based on our level breakout, that means we have 52.9 clerics at level 5, of whom 7 need to pick up the plant domain to support the numbers we've generated. Not bad!</p><p></p><p><strong>Applying urbanization:</strong> At 15%, the urban population is 150,000. This includes ANY specialist who does not directly contribute to agricultural production, so all PC classes are considered "urban" even if they are a Fighter who protects his farming community from attack.</p><p></p><p>Population Centers:</p><p>Largest: 30,000 (metropolis)</p><p>2nd: 15,000 (large city)</p><p>3rd: 10,000 (small city)</p><p>4th: 7,500 (small city)</p><p>5th: 6,000 (small city)</p><p>6th: 5,000 (small city/large town)</p><p>The remaining 76,500 are in towns, villages, hamlets and thorps.</p></blockquote><p></p>
[QUOTE="seasong, post: 755867, member: 5137"] Please forgive me if I step on any toes. This is a topic I've been playing with as well, and I wanted to share some of my results. [b]My Assumptions and Results[/b] [b]Level:[/b] Age 0-11 is level 0; age 12-13 is level 1 (apprentice); age 14-15 is level 2 (senior apprentice/journeyman); age 16-17 is level 3 (full journeyman, max skill +10, 2-3 feats); each 2 years thereafter represents a level (see CR assumptions, below). [b]CR:[/b] People tend to face threats in GROUPS; those best suited to facing threats are brought together to face those threats; the highest level people are highly mobile and imminently capable of finding and attacking the threats best suited to them; threats (like most ecologies) tend to rarify the higher they are, just like the population numbers. People tend to face 3-10 threats in the course of a year (of +/- 2 CRs to their level), based on the dangerousness of the D&D default worlds. The survival rate for this is pretty good (49 deaths per 1,000 people of a given age) due to organization and the fact that a CR of level+1 or lower is generally non-lethal against groups. AT AGE 13 AND LOWER, I assumed a death rate of only 5 per 1,000 people, assuming (rather optimistically) that they would generally be better protected and closer to mundane death rates (stillbirths and sickly births are ignored as part of a reduced birthrate). AT AGE 72 AND UP, adventuring STOPS; everytime I ran this, the death rate went through the roof when combined with the 2d20 roll, lost attributes (D&D's aging rules) and CR deaths combined - people who continue to fight past age 71 die quick, so the assumption is that they are reserved for emergences. This restricts levels to level 30. [b]Urbanization:[/b] If we assume that [i]plant growth[/i] is not an urban multiplier (I think it is, but that's a whole 'nother controversy ;)), it should at the very least result in a maximized normal urban population (as if for extremely fertile and efficient farmland). That's about 15% urbanization (150 people out of every 1,000 total population are urban). A single level 5 cleric with [i]plant growth[/i] with WIS 16 and the Plant Domain can, over the course of a year, cover 1,250 square miles (150,000 total population at a land density of 60). So we need seven 5th level or higher clerics per million people in the numbers below. With a 1,000,000 population, here is the rough breakdown by level: level 0 (0-11) - 347,512 (34.75%) level 1 - 61,151 (6.12%) level 2 - 56,588 (5.66%) level 3 - 51,178 (5.12%) level 4 - 46,285 (4.63%) level 5 - 41,861 (4.19%) level 6 - 37,859 (3.79%) level 7 - 34,239 (3.42%) level 8 - 30,966 (3.10%) level 9 - 28,006 (2.80%) level 10 - 25,329 (2.53%) level 11 - 22,907 (2.29%) level 12 - 20,717 (2.07%) level 13 - 18,737 (1.87%) level 14 - 16,945 (1.69%) level 15 - 15,326 (1.53%) level 16 - 13,860 (1.39%) level 17 - 12,535 (1.25%) level 18 - 11,337 (1.13%) level 19 - 10,253 (1.03%) level 20 - 9,273 (0.93%) level 21 - 8,387 (0.84%) level 22 - 7,585 (0.76%) level 23 - 6,860 (0.69%) level 24 - 6,204 (0.62%) level 25 - 5,611 (0.56%) level 26 - 5,074 (0.51%) level 27 - 4,589 (0.46%) level 28 - 4,151 (0.42%) level 29 - 3,754 (0.38%) level 30 - 3,395 (0.34%) level 30 geezer - 31,528 (3.15%) [b]Class Distribution:[/b] On a 3d6 distribution, 46,296.3 people will have one attribute of 16+. Of those, 7,001.6 will have a 12+ in 2 other attributes. I'll mark that as "PC classes". Everyone else consists of "NPC classes". Here's my rough PC class ratings: [CODE][color=skyblue] STR DEX CON INT WIS CHR Rarity Modifier Barbarian 5 2 2 0 1 0 x0.1 Bard 0 3 0 2 0 5 x1 Cleric 0 0 2 0 5 3 x2 Druid 0 3 2 0 5 0 x0.5 Fighter 5 2 3 0 0 0 x2 Monk 3 3 0 0 4 0 x0.1 Paladin 2 1 1 0 3 3 x0.5 Ranger 2 3 2 0 3 0 x0.5 Rogue 0 4 0 3 1 2 x2 Sorcerer 0 2 1 0 0 7 x1 Wizard 0 2 1 7 0 0 x1 STR DEX CON INT WIS CHR (after rarity modifier) Barbarian 0.5 0.2 0.2 0 0.1 0 Bard 0 3 0 2 0 5 Cleric 0 0 4 0 10 6 Druid 0 1.5 1 0 2.5 0 Fighter 10 4 6 0 0 0 Monk 0.3 0.3 0 0 0.4 0 Paladin 1 0.5 0.5 0 1.5 1.5 Ranger 1 1.5 1 0 1.5 0 Rogue 0 8 0 6 2 4 Sorcerer 0 2 1 0 0 7 Wizard 0 2 1 7 0 0[/color][/CODE] There will be roughly 1,166.7 people with a 16+ in each attribute. Using the above as a straight list of proportions for each class, I get the following numbers (and % of total population) of each: Barbarian: 78 (0.0078%) Bard: 556 (0.0556%) Cleric: 1,264 (0.1263%) Druid: 317 (0.0317%) Fighter: 1,591 (0.1591%) Monk: 68 (0.0068%) Paladin: 328 (0.0328%) Ranger: 344 (0.0344%) Rogue: 1,201 (0.1201%) Sorcerer: 528 (0.0528%) Wizard: 725 (0.0725%) That looks pretty reasonable. You can multiply that by the Population by Level chart to get how many of a particular class at a particular level, as well. Based on our level breakout, that means we have 52.9 clerics at level 5, of whom 7 need to pick up the plant domain to support the numbers we've generated. Not bad! [b]Applying urbanization:[/b] At 15%, the urban population is 150,000. This includes ANY specialist who does not directly contribute to agricultural production, so all PC classes are considered "urban" even if they are a Fighter who protects his farming community from attack. Population Centers: Largest: 30,000 (metropolis) 2nd: 15,000 (large city) 3rd: 10,000 (small city) 4th: 7,500 (small city) 5th: 6,000 (small city) 6th: 5,000 (small city/large town) The remaining 76,500 are in towns, villages, hamlets and thorps. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the DMG Demographics
Top