[PEACH] Using population statistics to lend verisimilitude to a low magic campaign. [Archive] - Wizards Community

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Feeb

07-27-07, 08:33 PM
Using population statistics to lend verisimilitude to a low magic campaign.

Introduction

Often times, in the course of planning a campaign or world building, a DM may wish to limit the amount of readily available magic items, the number and level of NPC spell casters, or perhaps alter or introduce variant magic rules, all in an attempt to produce a unique and compelling world, for both the DM and PCs. This article will not deal with variant magic rules, of which discussion on this forum (and other related forums) is quite common, but rather will focus on the first to items.

While many DMs may wish to simply impose an arbitrary cap on the level of magic present in their game, a lack of supporting rules can lead to several complications. Players may interpret such action as mean-spirited or punitive, as they may lack a proper framework to interpret such decisions by the DM. The DM may run into difficultly explaining or enforcing these design decisions as the campaign progresses and new adventure locales and encounters arise. Perhaps the DM finds him or herself with a length list of seemingly unrelated rules on and one-off decisions that are being used to tie the campaign world together (at least thematically.)

The DMs guide, on pages 137 - 139, presents rules for generating population centers and determine class levels of members of those populations as well as class distribution. By revising the mechanics presented in the DMs guide, a world builder can easily generate distributions of character classes that are appropriate for a low-magic campaign. These can be presented to prospective players, with the hope that as the player realizes the scarcity of magic users, they will understand a related scarcity of available magic items and services, and thus removing the specter of DM fiat from the gaming table.

Revisions to text present in the Dungeon Master's Guide, pages 137 - 139

Community Modifiers

Size................Modifier
Thorp.....................-4
Hamlet...................-2
Village....................-1
Small town...............0
Large town.............+1
Small city...............+2
Large city...............+4
------------------------
Metropolis/Region.....+8


*Note: The last entry in this table is intend for use in the largest 2 or 3 population centers in this world, as well as for determining highest level characters present in an entire political region (example: a Duchy or Kingdom) or geographic region (example: A large forest or small continent).


New Highest-Level Local revisions


Minimum value for all npc classes without caster levels is 1.
Minimum value for all npc classes with caster levels and all pc classes is 0.
Maximum value for all classes with a minimum value of greater than 0 is one half of class level variable maximum value + community modifier.
For all npc classes with caster levels and all pc classes, do not divide highest-level locals level by two to find the next highest level local of that class if the Community modifier is less than 0.
For communities with less than the maximum, divide highest-level locals level for each class by the proportion of actual population to maximum population (see Example 2)
Population break down for remainder population remains unchanged (91% commoner, 5% warrior, 3% expert, .5% aristocrat, .5% adept
Reduce Character level metric on "Highest-Level Locals" table (PHB 139) by one die type for all classes with caster levels.



* Adept 1d6 + community modifier -> 1d4 + community modifier.
* Wizard 1d4 + community modifier -> 1d3 + community modifier
* Paladin 1d3 + community modifier -> 1d2 + community modifier


Examples of Population break down by character level from house-rules listed above. Note Barbarians and Monks are not listed to regional variance footnote on "Highest-Level Locals" table.



* One 6th-level Commoner
- Two 3rd-level Commoners
-- Remaining Commoner population: Fifty-four 1st-level Commoners
* One 4th-level Expert
- Two 2nd-level Experts
-- Remaining Expert population: Two 1st-level Experts
* One 2nd-level Warrior
- Remaining Warrior population: Three 1st-level Warriors
* One 1st-level Aristocrat
* One 2nd-level Fighter
* One 2nd-level Rogue




* One 3rd-level Commoner
- Remaining Commoner population: Forty-three 1st-level Commoners
* One 2nd-level Expert
- Remaining Expert population: One 1st-level Experts
* One 1st-level Warrior
- Remaining Warrior population: Two 1st-level Warriors
* One 1st-level Aristocrat
* One 2nd-level Fighter
* One 2nd-level Fighter




* One 8th-level Commoner
- Two 4th-level Commoners
-- Four 2nd-level Commoners
--- Remaining Commoner population: 1,820 First-level Commoners
* One 6th-level Expert
- Two 3rd-level Experts
-- Remaining Expert population: 60 First-level Experts
* One 4th-level Warrior
- Two 2nd-level Warriors
-- Remaining Commoner population: 100 First-level Warriors
* One 2nd-level Aristocrat
- Remaining Aristocrat population: 10 First-level aristocrats
* One 2nd-level Adept
-- Remaining Aristocrat population: 10 First-level aristocrats
* One 4th-level Fighter
- Two 2nd-level Fighters
-- Four 1s-level Fighters
* One 4th-level Rogue
- Two 2nd-level Rogues
--Four 1st-level Rogues
* One 2nd-level Bard
- Two 1st-level Bards
* One 2nd-level Cleric
- Two first level clerics
* One 2nd-level Druid
- Two first level Druids
* One 1st-level Paladin
* One 1st-level Ranger
* One 1st-level Sorcerer
* One 1st-level Wizard


Discussion

The resulting class population distribution results in a
maximum spell caster level of 6 for Divine Casters, Adepts and bards and a maximum spell caster level of 5 for Arcane casters in the largest population centers present in the game world.

The upshot is that in such a campaign world, the highest level commonly-available magic items are at CL 6 or lower. PCs should expect to be able to purchase wands containing low level spells, lesser wondrous items or magical arms and armor of +1 in the largest cities in the campaign world, but nothing of greater value. Similarly, armies will not be well supported by buff spells or magical equipment.

While token NPCs of higher level are obviously possible, they exist outside the scope of this population generation method and are created "On the Fly" (PHB 139).

This sharply limits the amount and level of generally available magic items, as the vast majority of spell casters we be limited to the Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magical Arms and Armor and Craft Wand feats. Appropriate wealth levels for PCs must be maintained by one or more of the following options (note, other solutions are possible):


Magic items gained through adventure (aka Loot)
Magic items via players with appropriate craft feats
Magic items produced by token npcs and available via quest or by purchase.
Existing magic items upgraded by rules presented in DMG.
Reduction to mid level and higher encounter CRs (due to lack of available equipment)
Revision of the Wealth by level table


It is important to also note that death becomes much more grim, as resurrection-type spells are generally not available. Alternate mechanics for resolving character death may need to be adopted. Examples of such mechanics can be found in the article "RAISE THE DEAD" by Rodney Thompson in Dragon 342.

The revisions contained in this article assume that wealth levels will remain unchanged and that characters will be able to acquire better magic items from adventure or token npcs, or by taking crafting feats. The revisions present here are intended to limit the amount of magic available in the world at large, rather than in the hands of the PCs.