Showing posts with label how many. Show all posts
Showing posts with label how many. Show all posts

Saturday, 12 July 2014

HOW MANY HEROES

start with the basic premise that a guy with levels is part of the ruling class (so a level one guy can probably get a level 0 guy to do what he wants, and so on)

one hex = 24 miles =  one days travel on foot

FINDING A HERO
(on the frontier) each hex-day you have a one in four chance of finding a guy with levels, (in hobbiton) one in eight (in a war-zone) one in two

HERO LEVEL NAMES
1 knave (fighting-man, mage, etc)
2 knight (warrior, wizard, etc)
3 baron
4 duke
5 king (warrior-king, witch-king, etc)

FIVE PERCENT
5 percent of the population are heroes, these the guys with levels. (named and dangerous) including all noble combatants - these guys would have the full adventurer set: armor, rations, lots of rope, whatever they need, these guys are usually landed and are legally allowed to carry blades and stuff

(what if you want to play a lower class guy like a beggar or whatever?) even so: if you got levels you can exercise power over a level-0 guy, and if you got gear you're something like a knight, you're probably a big one among your own people, so that population is your fief, your domain, even if they dont wish to be, they do exist and they work to create and support you. lower-class guys are twice as hard to locate.

FIVE PERCENT AGAIN
a further 5% of all dudes are 0-level combatants (watchmen and brigands, with lanterns and cugels but not much else)

THE MAJORITY
the majority 80 percent are peasant food producers, working the mud,  non-combatants, of these maybe another 5% can be raised as levies in times of war.

WHICH LEAVES
10 percent are burghers, artisan shop-keepers, of these:

1 shoemaker
2 clothier
3 woodworker
4 smith
5 free-mason
6 animal handler
7 chiurgeon
8 grounds-keeper
9 money-lender
10 mystic

these are true craftsmen, guildsmen, if no burgher is local then these tasks would still be performed by travelling burghers (but not as reglarly) or by upstart charlatans (but not as well). burghers are usually twice as easy to locate as heroes.

Saturday, 23 June 2012

how many thieves

HOW MANY THIEVES

(these numbers should also be good for clerics and clerical orders. for colleges of wizards, cut the numbers in half (for example, 100 wizards in 20 000 people), ignore the last guy.)

------------------------
TINY THIEVES GUILD (den) with 5 skilled thieves
(suitable for a population of 500 people)
-3 lv1 thieves
-1 lv2 thief
-for the last guy, roll a d20 (1-5 lv1, 6-9 lv2, 10-19 lv3, 20 lv4)

------------------------
SMALL THIEVES GUILD (band) with 20 skilled thieves
(suitable for a population of 2000 people, like a town)
-13 lv1 thieves
-4  lv2 thieves
-2  lv3 thieves
-for the last guy, roll a d20 (1-16 lv2, 17-20 lv4)

------------------------
MEDIUM THIEVES GUILD (cabal) with 200 skilled thieves
(suitable for a population of 20 000 people, like a normal city)
-130 lv1 thieves
-48  lv2 thieves
-20  lv3 thieves
-1   lv4 thief
-for the last guy, roll a d20 (1-16 lv4, 17-20 lv5)

------------------------
LARGE THIEVES GUILD (cartel) with 1000 skilled thieves
(suitable for a population of 100 000 people, like a large city)
-650 lv1 thieves
-240 lv2 thieves
-99  lv3 thieves
-9   lv4 thieves
-for the last guy, roll a d20 (1-16 lv5, 17-20 lv6)

------------------------
MASSIVE THIEVES GUILD (syndicate) with 5000 skilled thieves
(suitable for a population of 500 000 people, like a massive city)
-3250 lv1 thieves
-1200 lv2 thieves
-495  lv3 thieves
-45   lv4 thieves
-4    lv5 thieves
-for the last guy, roll a d20 (1-10 lv5, 11-19 lv6, on a 20 roll again 1-16 lv7, 17-20 lv8)

------------------------
similar groups of specialist heroes (independent thieves, spies, assassins, pirates, the adventuring 5% of a halfling clan) should draw their numbers from this population.

each guild should also have access to (and recruit from) a network of beggars, twice as many as there are thieves.

a realm with a million people can sustain 10 thousand thieves, enough for 2 massive guilds.

one massive guild = 5 large guilds =  25 medium guilds = 250 small guilds = 1000 tiny guilds.

how many items

HOW MANY ITEMS

one of the effects of DCC’s hero distribution is that magic items are very rare. in DCC every magic item (every potion, every scroll) is supposed to be unique, have a history.

Under DCC rules (but adjusted to match my numbers):

lv3 wizards can make staves, so there are ~450 staves per million people (150 000 staves worldwide).

lv5 wizards and clerics can make scrolls and potions, so there are ~15 scrolls and ~15 potions per million people (7500 scrolls and 7500 potions worldwide).
lv5 wizards can make +1 weapons, so there are ~5 +1 weapons per million people (1350 worldwide).
lv6 wizards can make +2 weapons, so there is ~1 +2 weapon per million people (135 worldwide).
lv7 clerics can make rods, so there is ~27 rods worldwide.
lv7 wizards can make wands and +3 weapons, so there are ~13 wands and ~13 +3 weapons worldwide.
lv8 wizards can make +4 weapons, so there is ~1 +4 weapon worldwide.

note:
this assumes all heroes of the appropriate level have access to the spell they need to make the item (which is not the case, really it’s something like 5%). but it also assumes that each character makes only one item of each type, and that the items do not outlive their creators, where DCC requires that items do outlive their creators (in order that they could fall into the PCs hands).

how many heroes

HOW MANY HEROES

( figuring out the hero population of a world running DCC RPG. )

95% of people are 0-level
those that are not 0-level are heroes
1 hero in every 20 people

a world has (i will assume)
300 mil people (which is the population of earth around 1AD)
15 mil heroes

60 mil square miles of land (not water)
5 people per square mile
1 hero every 4 square miles

----------------------------------------------------
TABLE 1 HERO POPULATION BY LEVEL
01-65 (65%) [LV1] An skilled expert in a field.
66-90 (25%) [LV2] An expert among experts, a leader.
91-99 (9%)  [LV3] A rare genius. A leader of leaders.
100 * (1%)  [LV+]
----------------------------------------------------

*if you roll 100, the character is [LVL4], and roll 1d10.
While the result is 10, add a level and roll again.

this gives you your remainder:

(.9%)   [LV4]
(.09%)  [LV5]
(.009%) [LV6]
...  and so on.

----------------------------------------------------


(this distribution does not exactly map to the numbers given in dcc rgp (HEROES, page 359) but it does add to 100%, where that table does not.)

so, for a million people you get:

[lv0] 950 000 (50 000 heroes)

[lv1] 32 500
[lv2] 12 500
[lv3] 4 500
[lv4] 450
[lv5] 45
[lv6] 4.5
[lv7] .45
[lv8] .045
...  and so on.

that means that with a world population of 300 mil, there are so many heroes:

[lv0] 285 mil  (15 million heroes)

[lv1] 9 750 000
[lv2] 3 750 000
[lv3] 1 350 000
[lv4] 135 000
[lv5] 13 500
[lv6] 1 350
[lv7] 135
[lv8] 13.5
[lv9] 1.35
[l10] .135

-------------------------------------
TABLE 2 HERO POPULATION BY CLASS
01-50  (50%) Warrior.
51-70  (20%) Cleric.
71-90  (20%) Thief.
91-100 (10%) Wizard.

-------------------------------------

If this is accurate (i made it up) then we get:

--------------------
world warrior population
(7.5 million warriors, 2.5% of population)
[lv1] 4 875 000
[lv2] 1 875 000
[lv3] 675 000
[lv4] 67 500
[lv5] 6750
[lv6] 675
[lv7] 67.5
[lv8] 6.75

-------------------
warrior population per million people
(25 000 warriors)
[lv1] 16 250
[lv2] 6250
[lv3] 2250
[lv4] 225
[lv5] 22.5
[lv6] 2.25
[lv7] .225

---------------------
world cleric population
(3 million clerics, 1% of population)
[lv1] 1 950 000
[lv2] 750 000
[lv3] 270 000
[lv4] 27 000
[lv5] 2700
[lv6] 270
[lv7] 27
[lv8] 2.7

-------------------
cleric population per million people
(10 000 clerics)
[lv1] 6500
[lv2] 2500
[lv3] 900
[lv4] 90
[lv5] 9
[lv6] .9
[lv7] .09

---------------------
world thief population
(3 million thieves, 1% of population)
[lv1] 1 950 000
[lv2] 750 000
[lv3] 270 000
[lv4] 27 000
[lv5] 2700
[lv6] 270
[lv7] 27
[lv8] 2.7

-------------------
thief population per million people
(10 000 thieves)
[lv1] 6500
[lv2] 2500
[lv3] 900
[lv4] 90
[lv5] 9
[lv6] .9
[lv7] .09

---------------------
world wizard population
(1.5 million wizards, .5% of population)
[lv1] 975 000
[lv2] 375 000
[lv3] 135 000
[lv4] 13 500
[lv5] 1350
[lv6] 135
[lv7] 13.5
[lv8] 1.35

-------------------
wizard population per million people
(5000 wizards)
[lv1] 3250
[lv2] 1250
[lv3] 450
[lv4] 45
[lv5] 4.5
[lv6] .45
[lv7] .045

---------------------------

This would mean that to be the best guy in a million, you have to be a lv7 warrior, or a lv6 thief, cleric or wizard.

China in 2AD
population 20 mil
3,710,000 square miles
5.39 people per square mile
9 lv6 wizards.

France in 1AD
population 5.5 mil
260,000 square miles
21.15 people per square mile
2.475 lvl6 wizards.