Drakevarg
2018-10-01, 12:36 AM
So the other day I posted a thread about trying to figure out NPC generation (http://www.giantitp.com/forums/showthread.php?569907-NPC-Generation) for settlements. Played around with some ideas for a while, then I found an old link about a certain Project Slaughterhouse (https://theangrygm.com/schrodinger-chekhov-samus/) in my favorites and decided that was a much better basis for what I wanted to accomplish than trying to define the exact roster of all NPCs in a given area.
Now, the basic premise of Project Slaughterhouse works great for what I want - it lets me have a pretty solid idea of what forces can be brought to muster at any given moment, without the restriction of having to define every last individual in the area. Great middle ground between flexibility and pre-planning. Rather than stating definitively that I have 4 captains, 12 lieutenants, and 28 militia in a garrison, I can just say I have such-and-such xp worth of troops, which can be any combination of captain, lieutenants and militia I happen to need. The problem comes in with defining that "such-and-such."
Part of the problem is I'm simply not used to dealing with XP. In the past I've simply waved it off and leveled up my party at the end of every story arc. Meant that the plot progressed at the pace I wanted it to, nobody got left behind, and I didn't need to make sure violence happened at regular intervals for the sake of having XP to deal out. Meant there was a bit of a fiddly area in the department of XP costs, but I never liked those anyway and frankly they haven't come up yet. However, in the context of dealing with large populations of NPCs, the ability to abstract them into a single value is extremely useful.
But not being used to XP means I have no context for what an appropriate XP value looks like. So when it comes to reducing a town of 4,000 people into a single XP value to be spent at my discretion, I don't really know what sounds right. Using the Unearthed Arcana ruleset for giving every individual their own XP value rather than based on combined Encounter Level, I could get the following values:
Calculated as 4,000 Level 1 encounters, a town of 4,000 people is worth 1,200,000 xp.
Calculated as half the settlement's population worth of Level 3 encounters (the setting's standard for a professional combatant), the town is worth 1,800,000 xp.
Calculated as 1/5th the settlement's population worth of Level 6 encounters (the second-highest tier of NPC available in a town of that size), the town is worth 1,920,000 xp.
Calculated as 10% of the settlement's population worth of Level 9 encounters (the highest-level NPC available in a town that size), the town is worth 2,880,000 xp.
There are any number of calculations I could make using variously arbitrary logic, but at the end of the day I'd basically just be making a guess that "sounds right." When I did an early experiment with the system using a single pirate crew using 1/5th of the population times the captain's XP value, it lined up nicely with the XP value of the crew were I to populate it by hand. But the same equation applied to a large population center (the above town), the resulting 5,760,000 xp felt excessive.
So I figured it was time to crowdsource this matter. I don't know what a big pile of XP is "supposed" to look like, especially applied to an area this big. But if I can figure it out, it would help me populate not just settlements, but dungeons and areas of wilderness as well. I just need to have a frame of reference. So, what do you think?
Now, the basic premise of Project Slaughterhouse works great for what I want - it lets me have a pretty solid idea of what forces can be brought to muster at any given moment, without the restriction of having to define every last individual in the area. Great middle ground between flexibility and pre-planning. Rather than stating definitively that I have 4 captains, 12 lieutenants, and 28 militia in a garrison, I can just say I have such-and-such xp worth of troops, which can be any combination of captain, lieutenants and militia I happen to need. The problem comes in with defining that "such-and-such."
Part of the problem is I'm simply not used to dealing with XP. In the past I've simply waved it off and leveled up my party at the end of every story arc. Meant that the plot progressed at the pace I wanted it to, nobody got left behind, and I didn't need to make sure violence happened at regular intervals for the sake of having XP to deal out. Meant there was a bit of a fiddly area in the department of XP costs, but I never liked those anyway and frankly they haven't come up yet. However, in the context of dealing with large populations of NPCs, the ability to abstract them into a single value is extremely useful.
But not being used to XP means I have no context for what an appropriate XP value looks like. So when it comes to reducing a town of 4,000 people into a single XP value to be spent at my discretion, I don't really know what sounds right. Using the Unearthed Arcana ruleset for giving every individual their own XP value rather than based on combined Encounter Level, I could get the following values:
Calculated as 4,000 Level 1 encounters, a town of 4,000 people is worth 1,200,000 xp.
Calculated as half the settlement's population worth of Level 3 encounters (the setting's standard for a professional combatant), the town is worth 1,800,000 xp.
Calculated as 1/5th the settlement's population worth of Level 6 encounters (the second-highest tier of NPC available in a town of that size), the town is worth 1,920,000 xp.
Calculated as 10% of the settlement's population worth of Level 9 encounters (the highest-level NPC available in a town that size), the town is worth 2,880,000 xp.
There are any number of calculations I could make using variously arbitrary logic, but at the end of the day I'd basically just be making a guess that "sounds right." When I did an early experiment with the system using a single pirate crew using 1/5th of the population times the captain's XP value, it lined up nicely with the XP value of the crew were I to populate it by hand. But the same equation applied to a large population center (the above town), the resulting 5,760,000 xp felt excessive.
So I figured it was time to crowdsource this matter. I don't know what a big pile of XP is "supposed" to look like, especially applied to an area this big. But if I can figure it out, it would help me populate not just settlements, but dungeons and areas of wilderness as well. I just need to have a frame of reference. So, what do you think?