Demographics in the big cities [Archive] - Wizards Community

Post/Author/DateTimePost
Hellcow

07-13-04, 01:21 PM
One of the main points of Eberron is that while high-level magic is rare, low-level magic is more common. For this reason, in communities that you see as centers of commerce and craft, determine the highest-level NPC normally and then presume that the class has twice as many characters of that class who are either two levels below or half the level (round down), whichever is *higher*. So, for wizards, you get:

11th level - 1
9th level - 2
7th level - 4
5th level - 8
3rd level - 16
1st level - 32
Total - 63

as opposed to:
11th level - 1
5th level - 2
2nd level - 4
1st level - 8
Total - 15

These numbers are approximate, so if you wanted 5 7th-level wizards, go for it. I personally exclude clerics from this greater doubling, to account for their relative rarity in the setting -- except, of course, in Thrane, where militant priests have a stronger presence in the army.
BiggusGeekuss

07-13-04, 01:28 PM
Dude,

You totally need to beg WotC to do a Eberron: Worldbook or something like that. Even as a web-enhancement. My EBERR.TXT file is getting giganormous and it's filled with little tidbits like this that really make things come together.
kildaere007

07-13-04, 01:35 PM
hellcow wrote
determine the highest-level NPC normally and then presume that the class has twice as many characters of that class who are either two levels below or half the level

hmmm, I think you meant presume that the class has THREE to FOUR times as many characters....

My math skills are less than stellar...but that seems to follow what you posted, because they seem way more than twice...
LordofIllusions

07-13-04, 01:42 PM
THIS THREAD needs to really take off because BEFORE I even start up my Eberron campaign I am going to want Sharn fleshed out FULLY.

~~~
bv728

07-13-04, 01:45 PM
Originally posted by kildaere007
hellcow wrote


hmmm, I think you meant presume that the class has THREE to FOUR times as many characters....

My math skills are less than stellar...but that seems to follow what you posted, because they seem way more than twice...

Lesse:

11 - 1
-2 - x2
9 - 2
-2 - x2
7 - 4
-2 - x2
5 - 8
-2 - x2
3 - 16
-2 - x2
1 - 32


Follows the rules exactly.
Hellcow

07-13-04, 02:13 PM
Originally posted by LordofIllusions
I am going to want Sharn fleshed out FULLY.
Sharn IS fleshed out fully, with a lot more detail then we could ever fit on this thread -- you'll just have to wait until later in the year for the sourcebook!
Takasi

07-13-04, 02:46 PM
OK, last night I was playing around with a javascript Eberron demographics generator. Here's what I came up with:

http://home.comcast.net/~takasi/eberron_demographics.htm

This works for the OLD formula. Thanks for the new one Hellcow! ;)

Is this ONLY for the wizard class? What is the population requirement for this change in the formula?

On the generator, everyone is welcome to test and provide feedback...
kildaere007

07-13-04, 03:04 PM
Ahhhhh! I see it now...I just needed to see it set up differently.
fhilbrandt

07-13-04, 04:24 PM
I use a formula in Excel to generate lower level characters relative to the maximum level. Essentially, I take the MaxLevel in a class, divide by the level I'm looking for, and multiply by a d12 divided by 10, rounded down.

In Excel,
=IF(TestLevel>MaxLevel,0,IF(TestLevel=MaxLevel,1,INT(( INT(RAND()*12+1)/10)*(MaxLevel/TestLevel))

If I need a town in a hurry (Or I don't want to do the math) it generates the number of lower level NPC's of each class, with just enough of a random spin.
MavrickWeirdo

07-13-04, 04:56 PM
Originally posted by Hellcow
One of the main points of Eberron is that while high-level magic is rare, low-level magic is more common. For this reason, in communities that you see as centers of commerce and craft, determine the highest-level NPC normally and then presume that the class has twice as many characters of that class who are either two levels below or half the level (round down), whichever is *higher*. So, for wizards, you get:

11th level - 1
9th level - 2
7th level - 4
5th level - 8
3rd level - 16
1st level - 32
Total - 63

as opposed to:
11th level - 1
5th level - 2
2nd level - 4
1st level - 8
Total - 15

These numbers are approximate, so if you wanted 5 7th-level wizards, go for it. I personally exclude clerics from this greater doubling, to account for their relative rarity in the setting -- except, of course, in Thrane, where militant priests have a stronger presence in the army.


Using the method listed in "shards" I got

Wizard (total: 45) 1xL11, 1xL10, 1xL9, 4xL5, 2xL4, 12xL2, 24xL1

for Sharn (Metropolis, 1d3 +8, 3 times)


Using my own method (standard method from DMG, except remove the highest one from each "chain") I got

Wizard (total: 72) 2xL8, 4xL7, 2xL6, 4xL4, 12xL3, 8xL2, 40xL1

for Sharn (Metropolis, 1d4 +12, 4 times, then removed L16, L15, L14, & L13 wizards)

So apparently there is more than one way to skin a familiar ;)
Hellcow

07-13-04, 05:27 PM
Originally posted by Takasi
Is this ONLY for the wizard class? What is the population requirement for this change in the formula?
No, it's general. For the other classes, think fo the war as being a factor. Fewer higher-level characters, but a reasonable number of low-level characters. I might not apply it to clerics, as I feel they should be particularly rare, but that's a personal decision.

As for the size requirement, it's not a hard and fast thing: "all towns use this formula". It's more a question of whether the community is a center of trade and activity. It could be a very large backwater, in which case there won't be as many skilled people there. Certainly, all of the metropolises and capitals should use this, but a village that you feel is a crossroads of activity could as well.

The Dragonshards article has been updated to include this formula.
LordofIllusions

07-15-04, 11:42 AM
Originally posted by Hellcow
Sharn IS fleshed out fully, with a lot more detail then we could ever fit on this thread -- you'll just have to wait until later in the year for the sourcebook!

But that means I am going to have to wait until November to start my Eberron campaign. :(

~~~
mythusmage

07-15-04, 09:23 PM
Originally posted by fhilbrandt
I use a formula in Excel to generate lower level characters relative to the maximum level. Essentially, I take the MaxLevel in a class, divide by the level I'm looking for, and multiply by a d12 divided by 10, rounded down.

In Excel,
=IF(TestLevel>MaxLevel,0,IF(TestLevel=MaxLevel,1,INT(( INT(RAND()*12+1)/10)*(MaxLevel/TestLevel))

If I need a town in a hurry (Or I don't want to do the math) it generates the number of lower level NPC's of each class, with just enough of a random spin.

Going by your first version it appears your formula is, ML/DL x (DR÷10) Where ML is Maximum Level, DL is Desired Level, and DR is the result on the roll of a d12.

But your Excelized version says, ML/DL x DR ÷ 10. What with the rounding down and all is it wise to assume the latter is the case?

I'm going to anyway, it makes more sense. So

12÷5=2.4, 2.4x6=14.4, 14.4÷10=1.44. Rounding down gives a final result of 1.

With the highest result possible on a d12 we get (foreshortening the progression) 2.4x12=28.8, 28.8÷10=2.88. Rounding down gives us2 persons of that level for the class in question.

Using 1st levels and the highest result on a d12; 12÷1=12, 12x12=144, 144÷10=14.4. Rounding down gives us 14.

The impression I'm getting here is that your cities are rude, disreputable, slovenly places since most of the people who live in them have no Class.

Suggestion: Instead of 10 as the final divisor use level. For out of the ordinary situations use level plus or level times a certain number. Using this modified formula with 2 level characters and a final divisor multiplier of 3 we get

12÷2=6, 6x6=36, 36÷(2x3)=6. With the final divisor a '2' the answer would be 18. So multiply the final divisor on rare occasions.

Hope this helps