Sunday, 24 June 2012

doll day

all halflings make and keep dolls for each year of their life. on doll day, everybody puts aside their doll from the previous year, and starts a new doll to carry with them into the next year. dolls can be made out of anything.

village generator

made a new generator on abulafia:

www.random-generator.com/index.php?title=Village

sample output:

village at Tower of the Greeds
overrun with beasts
population 68
visiting: false-dwarf fighter (lv3), pig-keeper barbarian (lv1), hungry nocturnal buffalo-keeper druid (lv2)
60 water centaurs (goat) (with earth powers) with 5 giant revered rogue beetles

village at The Mines of Dread
egg mine, day of sacrifice
population 647 (has 2 noble houses, 2 tailors, tavern, mason, carpenter)

the baron of baddock and the duke of durham

the baron of baddock and the duke of durham are two brothers who hate one another, ruling two cities who hate one another. in arcadia there are three tourneys each year, one at each of baddock and durham and one by the crossing, the bridge city. knights of baddock ride in to battle on the backs of hounds, in durham they ride snow cats.

dwarves are knights, halflings are gypsies, elves are deodands.

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.

Friday, 22 June 2012

look at all these numbers: skills


-------------------------------
in the rules cyclopedia
-only the thief has skills
-the skills are hide in shadows, move silently, climb, open locks, find traps, remove traps, pick pockets, hear noise
-the thief rolls percentile dice to determine skill checks.
-the 1st level thief has a small percentage chance (lowest is 10% for hide in shadows, find traps and remove traps, up to 30% for hear noise) to do these things, by far their best skill is climbing walls (90%).
-the 10th level thief has a reasonable chance (50% for remove traps - 70% for hear noise) to do these things, and a very good chance (95%) to climb walls.
-higher level thieves can be assigned skill check percentages that exceed 100% - the highest listed is 195% (to pick pockets, at lv36 - that same thief's worst skill is find traps, at 110%)
-the dm assigns penalties (examples given are -5%, -10%, -20%) for difficult tasks.

-------------------------------
in the d20 system (third edition d&d)
-to make a skill check, you roll a d20, plus your attribute modifier, plus any ranks you have in that skill.
-everybody has skills:

-int: appraise, craft, decypher script*, disable device*, forgery, knowledge*, search, spellcraft*
-dex: balance#, escape artist#, hide#, move silently#, open lock*, ride, tumble#*, use rope
-cha: bluff, diplomacy, disguise, gather information, handle animal, intimidate, perform, use magic device#
-str: climb#, jump#, swim#
-wis: heal, listen, knowledge#, spot
-con: concentration
-misc: speak language

* armor penalty applies
# trained only; cannot make skill checks unless you buy at least 1 point of the skill.

-professions are available to all characters through use of the profession, craft, knowledge and perform skills, which is nice.
-each class has a list of class skills. you can buy 1 rank (+1, which is a 5% bonus) in a class skill for 1 skill point, or +1 in a non-class skill for 2 skill points.
- every class gets a specific number of skill points per level, modified by their INT score. The character gets four times that number at first level. the number is:

2+INT cleric, fighter, paladin, wizard, sorcerer
4+INT barbarian, druid, monk
6+INT bard, ranger
8+INT rogue

-you can buy a maximum of your level +4 ranks in each skill.
-DC10 (roll 10 or higher) is used for an average skill check. unskilled characters with no att bonus succeed 55% of the time.
-DC20 is a difficult skill check. unskilled characters with no att bonus succeed only on a 20. a good lv1 rogue (ATT +5, skill +5) succeeds on a 10, 55% of the time.
-DC25 is an average lock. a good lv1 rogue (+10) opens it on a 15, 30% of the  time.
-The highest listed DC for locks is 40 (which a good lv24 rogue (+33) will open 95% of the time - failing only on a fumble roll of 1. this rogue functions as would a OD&D thief with 165% lockpicking, which is 45% better than OD&D's maximum lv36 thief - but the OD&D thief doesn't fumble, so maybe this is negligible )


                 open lock DC
             25    30    35    40
lv1  (+10) | 30% |  .  |  .  |  .
lv5  (+14) | 50% | 25% |  .  |  .
lv10 (+19) |  *  | 50% | 25% |  .
lv15 (+24) |  *  |  *  | 50% | 25%
lv20 (+29) |  *  |  *  |  *  | 50%
lv25 (+34) |  *  |  *  |  *  |  *

. opens only on a 20, 5% chance
* opens on anything but a 1, 95% chance


-rogues can buy +5 in five skills at first level, and +2 in a sixth skill. treating these as climb, hide, move silently, open lock, sleight of hand, and +2 in search, a first level rogue is potentially very similar to an OD&D thief in terms of his abilities.
-however, the rogue in this game is much worse at climbing than is the OD&D thief. a lv1 rogue (STR +2, climb +5) is only better at climbing than is a lv1 fighter (STR+5, climb+2) where his armor is lighter. in similar armor, these characters will both succeed only 40% of the time on a typical DC20 climb check. a lv10 rogue (+19) succeeds 95% of the time, as would a lv1 OD&D thief.

-------------------------------
in dcc rpg

-the thief has thief skills, like in OD&D: hide in shadows, sneak silently, pick pocket, climb sheer surfaces, pick lock, find trap, disable trap - and these additional skills: backstab, forge document, disguise self, read languages, handle poison. (these recast other thief features or other skills from previous games as thief skills)
- there are three different skill progressions for lawful, neutral, and chaotic thieves. each has skills they excel at (+3 at lv1, +15 at lv10) and skills they have merely trained in (+0 at lv1, +8 or +9 at lv10).


lawful: good at hiding, climbing, finding and disabling traps. not good at forging documents, disguise, reading languages, handling poison.
neutral: good at hiding, lockpicking, finding and disabling traps. not good at backstabbing, disguise, reading languages, handling poison.
chaotic: good at backstabbing, sneaking, disguise, handling poison. not good at picking pockets, disabling traps, forging documents, reading languages.


-however, every character can make skill checks, and every character is trained in whatever skills can reasonably be said to relate to their 0-level profession (everybody gets a profession) - they roll a d20 for trained checks. For untrained skills, every character uses a d10. For knowledge that might relate to their profession, but not usually, they use a d10+2. For rolls that any adult could attempt and have a reasonable chance of succeeding, every character uses a d20.
-every skill check should add an appropriate ability modifier (usually -1, +0, or +1 in DCC).
-DCC uses DC5 (60% untrained, 80% trained) for stuff that you usually wouldn’t roll for, but this time it was really important not to fail (example is walking, but over a bridge, over a chasm, with no handrail). thief skill checks, and most skill checks for difficult tasks, are usually DC10 (success 10% untrained, 55% trained, 95% with +8 or more). a difficult task for a thief is DC20 (fail if untrained, success 5% trained, 55% with +10, the best thief (lv10, trained +15, att +3) succeeds 95%).
-climbing example: usually a DC10. the best lv1 thief (+3 DEX and +3 climb) can climb a stone wall 85% of the time - not quite as good as the lv1 OD&D thief, but pretty good. an ordinary level 1 thief (+0 and +0) succeeds on climb checks 55% - much better than the best lv1 d20 rogue.

unskilled      DC
            5     10  
d10       | 60% | 10%
d10+2     | 80% | 30%
d20       | 80% | 55%

skilled                   
DC
            5     10    15    20    25    30
d20+0     | 80% | 55% | 30% |  .  |  .  |  .
d20+5     |  *  | 80% | 55% |
30% |  .  |  .
d20+10    |  *  |  *  | 80% | 55% |
30% |  .
d20+15    |  *  |  *  |  *  | 80% | 55% |
30%
d20+18    |  *  |  *  |  *  |  *  | 70% | 45% 


. only on a 20. (5%)
* anything but a 1. (95%)