Post by Malcadon on Sept 6, 2017 22:16:03 GMT
This is about allowing mid-level characters to maintain a sizable, but scaled, force of followers without having to reach "named" level (usually 9th). Where the rules is set to limit the number of extra hands character could bring with them during a dungeon adventure, at high levels characters should be able to achieve the ability to command a large expedition to far, unsettled lands. This would go beyond just a dozen or two armed retainers and torchbearers — this would be a army of soldiers, teamsters/handlers and camp-followers. That, and my players don't play their characters to high-level — usually they die or retire as rich lords. To me, high-level is for self-made Kings; not Lesser Lords stuck in some podunk frontier, out on the edge of civilization.
Mind you, this is about followers a character can take on a journey with; not contacts or people the character has working for or supporting him at his business or base of operation. They can be freemen following a character out of loyalty or the promise of wealth and glory. Or it could be enslavement or family obligation.
Firstly, at every 3 (3rd, 6th, 9th...) or 4 (4th, 8th, 12th...) levels a character gets one more Hireling on top of the standard amount based on Charisma, due to greater ability to track one's allies.
With this system, your "Maximum Number of Hirelings" can serve as followers, retainers, companions, lackeys, summoned/bound creatures, etc. Characters can attract the services of classed NPCs so many levels below them. After a certain level, characters could hire or attract hirelings as a group, with only the leader of the group counting towards the limit. A team-leader would be a low-leveled NPC (typically 1st level) while the men and women of the group are 0-level men. Each member should be treated as the same with regards to skills, ability scores, hip points and gear, if only to cut down on the paperwork if they get caught-up in a large conflict. The number of people in a group would be based on the Charisma of the group's leader (typically 4 for most old editions, but refs can make it more). For an armed group, assumed a 1st level Fighter, acting as a Sergeant, can lead a 10-man squad. Personally, I like to make it 10 people for armed, disciplined units, and 2d6+3 people for noncombatants and undisciplined warbands (barbarians, skirmishers and the like).
General group types, available to any class, would be: Teamsters to maintain a caravan train; camp-followers to support and comfort an army or caravan; a troupe of entertainers; a crew to man a boat or ship; a seraglio of harem boys/girls; a team of skilled labors; and unskilled lackeys who can handle simple jobs (hauling, torchbearing, etc.). They can be lead by any class, but it can be assumed that they would be a Fighter or Thief. Refs might consider using specialized classes, like a Bard a troupe and Houri for a seraglio.
A Cleric can have a team of missionaries or cultists, while a Magic-User can have a coven to assist in more complex spell-casting.
Fighters and Fighter sub-classes could lead armed combat units, ranging from lightly armed bandits and skirmishers, to heavily armed and mounted freelance knights, A Fighter considering being a military commander should consider getting higher ranking officers as they can lead more men into battle (I had my notes somewhere. They were based on some military notes from some D&D books). The types of officers a character can use as hirelings are based on the character's level, so a Fighter could amass a sizable force through level progression. Paladins could have an army for a holy war or crusade. Barbarians and Rangers can form war parties. (Although, I personally don't use the Paladin, Ranger, or Cleric classes.)
Although, in my case, I do not like using "0-level men" for trained soldiers. To me, "0-level men" is for commoners and conscripts. I like to swap the titles "Veteran" and "Warrior" around, so that 1st levelFighters Warriors are you standard rank-and-file troops, while 2nd level Warriors are for experienced "Veteran" troopers (3rd level is "Elite").
Mind you, this is about followers a character can take on a journey with; not contacts or people the character has working for or supporting him at his business or base of operation. They can be freemen following a character out of loyalty or the promise of wealth and glory. Or it could be enslavement or family obligation.
Firstly, at every 3 (3rd, 6th, 9th...) or 4 (4th, 8th, 12th...) levels a character gets one more Hireling on top of the standard amount based on Charisma, due to greater ability to track one's allies.
With this system, your "Maximum Number of Hirelings" can serve as followers, retainers, companions, lackeys, summoned/bound creatures, etc. Characters can attract the services of classed NPCs so many levels below them. After a certain level, characters could hire or attract hirelings as a group, with only the leader of the group counting towards the limit. A team-leader would be a low-leveled NPC (typically 1st level) while the men and women of the group are 0-level men. Each member should be treated as the same with regards to skills, ability scores, hip points and gear, if only to cut down on the paperwork if they get caught-up in a large conflict. The number of people in a group would be based on the Charisma of the group's leader (typically 4 for most old editions, but refs can make it more). For an armed group, assumed a 1st level Fighter, acting as a Sergeant, can lead a 10-man squad. Personally, I like to make it 10 people for armed, disciplined units, and 2d6+3 people for noncombatants and undisciplined warbands (barbarians, skirmishers and the like).
General group types, available to any class, would be: Teamsters to maintain a caravan train; camp-followers to support and comfort an army or caravan; a troupe of entertainers; a crew to man a boat or ship; a seraglio of harem boys/girls; a team of skilled labors; and unskilled lackeys who can handle simple jobs (hauling, torchbearing, etc.). They can be lead by any class, but it can be assumed that they would be a Fighter or Thief. Refs might consider using specialized classes, like a Bard a troupe and Houri for a seraglio.
A Cleric can have a team of missionaries or cultists, while a Magic-User can have a coven to assist in more complex spell-casting.
Fighters and Fighter sub-classes could lead armed combat units, ranging from lightly armed bandits and skirmishers, to heavily armed and mounted freelance knights, A Fighter considering being a military commander should consider getting higher ranking officers as they can lead more men into battle (I had my notes somewhere. They were based on some military notes from some D&D books). The types of officers a character can use as hirelings are based on the character's level, so a Fighter could amass a sizable force through level progression. Paladins could have an army for a holy war or crusade. Barbarians and Rangers can form war parties. (Although, I personally don't use the Paladin, Ranger, or Cleric classes.)
Although, in my case, I do not like using "0-level men" for trained soldiers. To me, "0-level men" is for commoners and conscripts. I like to swap the titles "Veteran" and "Warrior" around, so that 1st level