KarinsDad said:But, cities had to be fed and it is generally accepted that 9 people out of 10 (more or less) in medieval cultures had to be supplying the food.
Piratecat said:
While I generally agree, don't forget that D&D is not a medieval culture. In a world where druids have plant growth, the number of peasants who have to tend the fields goes down by roughly a third with no drop in output.
I really like the ideas of monsters hitting up villages for food!
I'd like to see your sources for these aging figures. I can honestly say that I've not read any such thing in an authoritative source.Xeriar said:It is important to realize that 28 was once considered 'old' although there were still a few 90-year olds. Most people didn't live long enough and did not get trained well enough to have such skills.
Good ideas and this shows you understand my point. I like the idea of Com/War multiclassing for rough areas. I'd like to go beyond ad hoc adjustments and reach a way to help others generate towns that make sense.Elder-Basilisk said:I think the normal level for people in their mid twenties to thirties should be 3 to 5. For older people who tend to be master craftsmen, etc. I'd figure they go as high as 7 to 9. (The justification for this is very similar to that found in SKR's peasant lifecycle and the current "advancement by years" thread--normal people face challenges in their lives and get experience for it as well. They just don't get experience as quickly and don't focus its application on combat like PCs tend to.)
If I want to simulate the tough frontier folk of a difficult region, I'll just substitute some fighter, ranger, or warrior levels for the usual commoner and expert levels.
The footnote the table reads as you say, and I know this. Higher level NPCs overall isn't the point. Realistic class distribution is the point. I'm asserting that frontier towns (especially considering monstrous involvement) would have less commoners and a disproportionate number of more capable persons.Vaxalon said:In worlds with nasty monsters, life expectancy would be even less.
Khur, the footnote on the table I quoted states that you can add the NPC level modifier to town inhabitants as well.
As for people facing challenges all the time, I disagree. Only the rare minority goes out on a limb any more than he absolutely has to.
I agree that there should be fewer Commoners in FR, which is what started this whole thread. Safer areas of Faerûn would certainly have oodles of commoners.smetzger said:Well there shouldn't be any Commoners in FR![]()
In general, that's completely irrelevent. Let's look at the math. We'll take a village of dead median size (651 people). Normally the highest possible level commoner is 4d4+1 (+1 for village). This yields a theoretical level 17 commoner, two level 8s, four level 4s, eight level 2s and something over 600 level 1s. Add even the highest possible modifier from the table you cited (pretending there's a swamp in the North for a +5) yields a theoretical Epic-level commoner of level 22. This changes the spread of lower-level commoners to twin 11th level, four 6th level, eight 3rd level, and if you're generous 16 2nd level, and still well over 600 1st level commoners. That's a change from 14 people over level 1 to at most 30. Oooooohh. Those orc hordes better go somewhere else boy, they're toast now! (yes I realise this means a similar change in each character class not just the commoners, I'm being hyperbolic to make the point)Khur, the footnote on the table I quoted states that you can add the NPC level modifier to town inhabitants as well.
Khur said:I'd like to see your sources for these aging figures. I can honestly say that I've not read any such thing in an authoritative source.
Somehow, I really don't see level 1 commoners and experts existing for long in any fantasy setting.

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