In the cities lives 1625000 folks among those 7/10 of the adveturing population. The other classes are more city oriented IME THe total number of PC classed folks is around 200,000 (3% of the total population)as I figure that the countyside has a decent number of Clerics, most of the Druids, Barbarians and Rangers. A scant 10% are unusualy high level or multi classed or whatever These guys are probably Commoners level 1-8 averaging 3-5. Of those 4,875,000 are farmers or in similar trades and live in the countryside. This means that in Examplia there are 6,500,000 adults age 15-65. OK now lets do a hypothetical kingdom- The kingdom of Examplia (population 10,000,000) Note that some of the kids (age 12-14) may have apprentice levels in one or more classesġ2-64 years: 65% This is the age when someone is active and isa atĦ5 years and over: 5% The toughness of medievaloid life cuts life expectancy I would adjust them to account for social differences toĠ-14 years: 30% slightly bigger familes and less infant mortality. USing the demograhics modern iceland (from here ) as a basis our population breakdown look like thisġ5-64 years: 65% This is the age when someone is active I would as a default assume 2000xp per year As an example IMC the average mage is 5th-7th and about 26 Years old- This will very from game to game and JMO should be adjusted for campaign necessity. I would suggest tweaking this amount to suit you campaign. The occasional INT 6 type might survive but the Con3 person will likely die of a childhood ilness or somethingĪdventurers are created with either 4d6/keep best 3 or point buy 25+.Īdventurers gain XP at a higher rate than NPC classes. People with very feeble stats will probably die young. 3 six sided dice, numbered 2, 3, 3, 4, 4, 5. Non adventurers are created either with 15-20 point buy (higher point buy for the occasional higher level types or average dice i.e. Reynolds) this amount is modifed by up to plus 50% in dangerous times and -25% for sheltered folks.ĪBout 10% of the population has stats suitable for adventuring classes and is likely a member of one of those those classes. This ratio includes magic spells such as Plant Growth and the non canonical (but likely) crop blessĪ non adventuring person gains 1000 xp per year (per Sean K. This means that 25% of the people are non food producing. I just don't see the need for it and anyway taking it out won't hurt demographics much. Ok I thought I would add another voice to this facinating topicĪfter digesting both of these threads here is what I came up with Even in those situations, I could see more multiclassing going on (getting to a +10 bonus in farming, then gaining a level or two of warrior to deal with the nasties).Īnother Voice on this and Putting it together (Part 1) With cooperation, your normal village would still be able to succeed at any "Take ten" situation DC 20 with a -2 circumstance bonus.įor these reasons, I think we would want third and fourth level to be the thick part of the distribution, tailing off drastically above that point except in certain special situations (such as a frontier). I think you need a way to get a reliable +10 bonus in the skills that are central to social function (profession: farmer, craft: farm tools, animal handling) in order to create a dynamic where failure is not a common occurence under regular conditions, but can occur if there is any amount of difficulty.īy fifth level, you have 8 ranks, skill focus, and a possible +1 stat bonus= +11 to a maxed-out skill (+12 if using a +3 skill focus). Given our assumptions that +2 bonuses in just the right place are not something you could always count on in a village of 200, it seems more likely that your leading figures will be second or third level at the least. The community would be able to deal with most normal skill-based challenges within their everyday expertise.įour ranks plus skill focus plus raw talent (+2) and you could have a first level individual playing a key role in a smaller community. If several people working together can grant a +2 circumstance bonus to your most skilled person, then you could make an argument that your leading types in rural areas could make do with +8, with several +4 to +6 helpers. One factor to consider is the dynamic that cooperation brings. Since I was one of the people bringing up +10 bonus as a baseline, I suppose I should be one to back off of it.
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