Art by David S LaForce from Basic Rules |
When detailing settlements I sometimes wonder how many fighters, clerics, mages and thieves there might be in each one. As a result I have come up with quick and dirty ways of deciding how many city's inhabitants can cast Fireball or Raise Dead. These numbers are suggestive only, and a DM's adventure requirements, common sense or perhaps the circumstances of a settlement take priority.
I generally assume that 9 out of 10 humans count as Normal Men (i.e. 0-level). They have 1d4 hp and have no notable combat skills or training. This will include all sorts of roles in society, including children, housewives, farmers, shopkeepers, artisans and beggars. This means that 1 in 10 will have levels in a class. I realise that this ratio is fairly arbitary and DMs may well wish to change this, perhaps to 1 in 5 having class levels in more dangerous regions down to 1 in 50 having class levels in peaceful towns.
So of those 1 in 10, how are the classes distributed? I would suggest a default ratio of:
- 40% Fighters (4% of general population)
- 20% Thieves (2% of general population)
- 20% Clerics (2% of general population)
- 20% Mages (2% of general population)
This is obviously subject to various conditions and influencing factors. A settlement with a large cathedral may have more clerics, while a settlement in Glantri would have no clerics but double the number of mages. Similarly an Alphatian settlement would have perhaps 50% mages, with the other classes taking up 16% each. But for most places I consider this an acceptable starting point.
Demihuman settlements will have their own ratios, given that firstly they will have a greater number of combatants to non-combatants, and secondly they have their own classes. But I would suggest:
Elves
- 60% non-combatants (equivalent of 0-level humans)
- 20% Elven Rangers
- 20% Elven Spellswords
Dwarves
- 50% non-combatants (equivalent of 0-level humans)
- 45% dwarven warriors
- 5% dwarven clerics
Halflings
- 70% non-combatants (equivalent of 0-level humans)
- 25% halfling scouts
- 5% halfling defenders
Gnomes
- 50% non-combatants (equivalent of 0-level humans)
- 40% Gnome Warriors
- 10% Gnome Tricksters
So once I have decided how many have character classes, the next question is what levels are they? I generally assume that the number of NPCs at any level is half that of the previous level. This can seem like a fairly steep falling off. But unlike adventurers, most NPCs with levels do not have quite the same urge or opportunity to gain power. And of those who do, there is a certain casualty rate - not all those who try to get to the next level will survive the process. There is also the mathematical simplicity and convenience of halving numbers to get quantities for the next level. Although one could say that the numbers of NPCs for a level are two thirds that of the previous level, it becomes mathematically more complicated to work out the numbers for each level given an expected total.
So for a large town of 10,000 humans, I would expect approximately the following:
- 9000 normal (0-level) humans
- 400 fighters
- 200 x 1st level fighters
- 100 x 2nd level fighters
- 50 x 3rd level fighters
- 25 x 4th level fighters
- 12 x 5th level fighters
- 12 x 6th and higher level fighters
- 200 thieves
- 100 x 1st level thieves
- 50 x 2nd level thieves
- 25 x 3rd level thieves
- 12 x 4th level thieves
- 6 x 5th level thieves
- 6 x 6th and higher level thieves
- 200 clerics
- 100 x 1st level clerics
- 50 x 2nd level clerics
- 25 x 3rd level clerics
- 12 x 4th level clerics
- 6 x 5th level clerics
- 6 x 6th and higher level clerics
- 200 mages
- 100 x 1st level mages
- 50 x 2nd level mages
- 25 x 3rd level mages
- 12 x 4th level mages
- 6 x 5th level mages
- 6 x 6th and higher level mages
Art byJeff Dee, source Expert Rules |
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