[Workshop] Hirelings, Henchmen, Retainers
Apr 2, 2015 16:29:05 GMT -5
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Post by scottanderson on Apr 2, 2015 16:29:05 GMT -5
The terms are used fluidly online and between the several editions. I am not inclined to try to parse out their several meanings in ODD. Maybe someone ca help with that?
The way I define the terms is not standard, I don't think, but it helps me to get my head around the ideas.
1. Hirelings are the pool of people who are hired or may be hired by PCs.
2. Henchmen are those who are hired by the PCs. They include men at arms, non-combatants, specialists, and any other NPC character who is in the PC's employ.
2a. 0-level henchmen are paid in money only.
2b. NPC characters who are in the party and have class and level are paid money and some XP share. Details vary widely.
2c. Some special henchmen work for free, such as animals.
3. Retainers are special NPCs which take up Retainer slots. They are loyal and do not check morale. They are played jointly by the referee and player. They receive a half-share of treasure and a half-share of other XP taken from the party's winnings.
3a. The two defining characteristics of a Retainer are that they take up Retainer slots and do not check morale.
I was daydreaming today about characters who hit their level caps, but still gain XP. How can that XP still be put to good use? The answer is that the player may assign some portion of that XP to his special retainers.
Here's a change up that I dreamt up earlier. Please pick it apart and reveal anything wrong with it, either mechanically or philosophically.
Retainers (only) now receive their treasure and XP out of the PC's share rather than the party's share. The base XP and treasure necessary are each 5% of the PC's total take, but may be modified upwards or downwards during a reaction check, to be thrown at the conclusion of any adventure, in increments of 1%. No retainer works for less than 1% shares.
Retainers may forego XP shares for treasure shares on a 1:1 basis or vice-versa, to be determined at the time of promotion from hireling or henchman up to retainer.
In the case of loyal animals or monsters without need for treasure, they will not take it, but it should be spent on them in other ways (good stabling, presents, hiring a groom, buying them entry into society, whatever). Monsters and animals gain no XP but their share of the XP is still gone.
At the player's option, he may allocate larger shares of XP or treasure separately to his retainers. This is a good option for PCs who have maxed out their level progression or wish to really power up one of their trusted allies. No Retainer may have more levels or hit dice than his master. If a PC has more than one retainer with class and level, he must offer each one the same deal he strikes with any one of them- no playing favorites.
If a retainer with class and level should match his master in hit dice or level, he will be forced to make a one-time reaction throw. Failure means he leaves to become his own monster or man. If a retainer should exceed his master in hit dice or level, he will depart immediately (but likely stay friends).
The way I define the terms is not standard, I don't think, but it helps me to get my head around the ideas.
1. Hirelings are the pool of people who are hired or may be hired by PCs.
2. Henchmen are those who are hired by the PCs. They include men at arms, non-combatants, specialists, and any other NPC character who is in the PC's employ.
2a. 0-level henchmen are paid in money only.
2b. NPC characters who are in the party and have class and level are paid money and some XP share. Details vary widely.
2c. Some special henchmen work for free, such as animals.
3. Retainers are special NPCs which take up Retainer slots. They are loyal and do not check morale. They are played jointly by the referee and player. They receive a half-share of treasure and a half-share of other XP taken from the party's winnings.
3a. The two defining characteristics of a Retainer are that they take up Retainer slots and do not check morale.
I was daydreaming today about characters who hit their level caps, but still gain XP. How can that XP still be put to good use? The answer is that the player may assign some portion of that XP to his special retainers.
Here's a change up that I dreamt up earlier. Please pick it apart and reveal anything wrong with it, either mechanically or philosophically.
Retainers (only) now receive their treasure and XP out of the PC's share rather than the party's share. The base XP and treasure necessary are each 5% of the PC's total take, but may be modified upwards or downwards during a reaction check, to be thrown at the conclusion of any adventure, in increments of 1%. No retainer works for less than 1% shares.
Retainers may forego XP shares for treasure shares on a 1:1 basis or vice-versa, to be determined at the time of promotion from hireling or henchman up to retainer.
In the case of loyal animals or monsters without need for treasure, they will not take it, but it should be spent on them in other ways (good stabling, presents, hiring a groom, buying them entry into society, whatever). Monsters and animals gain no XP but their share of the XP is still gone.
At the player's option, he may allocate larger shares of XP or treasure separately to his retainers. This is a good option for PCs who have maxed out their level progression or wish to really power up one of their trusted allies. No Retainer may have more levels or hit dice than his master. If a PC has more than one retainer with class and level, he must offer each one the same deal he strikes with any one of them- no playing favorites.
If a retainer with class and level should match his master in hit dice or level, he will be forced to make a one-time reaction throw. Failure means he leaves to become his own monster or man. If a retainer should exceed his master in hit dice or level, he will depart immediately (but likely stay friends).