Janx said:
So the 10% was a rule of thumb. It's OK if its been revised (especially in 3.5). Bear in mind, I play 3e, and I don't have the books lying around.
However, I skoff at the notion that 4 clerics of 13-18th level is sufficient for a population of 1 million people. It's not that there would be that many (or that few). It's that 4 clerics CANNOT service the needs of 1 million people.
And you'd be right. However, you need to re-read the DMG before commenting on its content, because your numbers are WAAAAAY off ... fine for 1st/2nd Edition, but wrong since.
Those 4 Clerics are backed up by 8 Clerics of half their level (6-9), 16 more of half THAT level (3-4), 32 of half THAT level (1-2), and maybe 64 more if the higher numbers were in play. That's 60 Clerics.
Settlements in 3rd Edition range up to 25,000 inhabitants. Anything bigger is a "DM's custom special". And, sadly, there is no discussion of what proportion of the population lives in cities/towns and what proportion lives in the countryside (not counting 3rd party products).
Even the smallest settlement (Thorp) can have a Cleric of up to 3rd level as a resident (base level 1d6, -3 for Community Size), and s/he is supported by 2x as many lesser Clerics of 1/2 that level ... and so on. A small town (901-2000 population) can have a Cleric of up to 6th level (1d6, -0), and a Metropolis (25,000+ population) the aforementioned up to 60 Clerics total.
My point is that, in 3rd Edition, the demographics are unreal. They are designed so that a party "in the dungeon" can "go back to town" and get whatever healing or other assistance they need. As the party advances levels, they may need to go a bigger town to get NPCs who can cast higher-level spells, but the design is so that they
can always "go back to town".
This design is great for the dungeon-crawl campaigns, where a city/town really is just a rest stop between trips into the depths, but it raises issues for anyone who wants to do serious world-building.
The 10% rule is just not valid. A thorp of 50 people could have up to 36 of them being Clerics, Druids, Monks, Bards, Barbarians, Wizards, Sorcerers, Fighters, Paladins, and Rangers. True, the percentages get "better" as you look at larger settlements, but 10% is no longer a good rule of thumb until you reach the largest cities.