hench
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hench [2019/12/23 13:00] – [Reknown] andrew | hench [2020/02/25 19:48] (current) – imported rules from buying/selling/recruiting andrew | ||
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- | =====NPCs including | + | ====== Retainers and Henchmen |
- | __Question 1:__ does anyone except for PC's use classes? | + | Because adventuring is hard work, often PCs will hire the brave, strong, and foolhardy |
- | //I believe that is the way I want to run it. Only PCs should be able to access the class features. At the very least, NPCs shouldn' | + | All followers act on the initiative order of their patron PC. |
- | __Question 2:__ Retainer " | + | Retainers |
- | // | + | Henchmen on the other hand are NPCs with stats like that of a real PC, and they work to further |
- | __Question 3__: How do we handle maintenance? | ||
+ | ===== Retainers ===== | ||
- | //Okay. My only suggestion would be to abstract time. I hope to use the concept of a " | + | PCs are powerful leaders, and as such will acquire NPCs in their service. |
+ | Retainers are controlled by the GM, but given orders by their PC commander. Retainers generally demand 10gp or more per HD per day for service under dangerous conditions and a fraction | ||
- | **Gary told me 40 years ago that time must be kept track of. I really want time to be important | + | A PC can’t command more than their Charisma score in retainers. |
- | //I 100% agree. Money and time are two of the biggest resources our heroes have!// | + | Retainers only advance in skill and power under certain circumstances. |
+ | ===== Henchmen ===== | ||
+ | A PC may recruit a number of elite followers known as henchmen or " | ||
+ | Henchmen advance in skill and power just like PCs, except they may only do so by spending the gold given from their patron PC's share of any adventure. | ||
- | * //Does spending on upkeep give XP?// | + | As a general rule, a PC may have no more than one henchman at a time. PCs with an exceptional Charisma score and/or a high level may attempt |
- | * ** The whole XP things is a separate can of worms that we haven' | + | |
- | * //Okay. We can come back to this. My call is that we give XP for spending on just about anything that alters the game world. Build a winery? Put up a statue? Go drinking | + | |
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- | __Question 4:__ tie together the first 3 questions gives us: "Do henchmen | + | |
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- | * //I say we add a reputation system so that a PC has to have certain credentials to draw from a pile of higher-rank retainers.// | + | |
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- | **They have that Renown thing, and the Henchmen are based on level and CHA, we just have to clarify how it is applied.** | + | |
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- | __Question 5:__ So where did we end up on hirelings and retainers? | + | |
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- | * Dave and Andrew create three hireling decks, each requiring a certain amount of reknown to draw from. | + | |
- | * Hirelings are categorized as Laborers, Experts, Milita, or Adepts. | + | |
- | * The hirelings | + | |
- | * Although, we should agree on a format between the two of us that we like. | + | |
- | * Hirelings don't advance, but their equipment | + | |
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- | __Question 6:__ Where did we end up on HENCHMEN? | + | |
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- | * Henchmen (hench) are unpaid, and have superior morale. They should almost always be controlled by the player of the character they serve. | + | |
- | * I say we make henchmen | + | |
- | * We should allow them to be included in a PC' | + | |
- | * Henchmen can improve in level based on XP they receive from gold that is won as part of their patron' | + | |
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- | ==== Retainers ==== | + | |
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- | PCs are powerful leaders, and as such will acquire NPCs in their service. | + | |
- | Retainers are controlled by the GM, but given orders by their PC commander. Retainers demand 10gp per HD per day in service. Highly dangerous work might elicit a demand for higher wages. | + | |
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- | A PC can’t command more than their CHA retainers. | + | |
- | ==== Henchmen ==== | ||
- | A PC may recruit a number of elite retainers known as " | ||
- | For example, A level 5 PC with CHA mod +1 attracts 1 hench (1 + 5 - 5 = 1). The same PC at level 9 could have 5 hench. Hench work for free and have superior morale and check modifiers, generally starting at 3HD or higher. | ||
- | Henchmen may be recruited by taking a week of downtime and spending 100gp per attempt. It requires a CHA check to draw 1D6 potential henchmen, and a second successful check to convince one or more of them to join as henchmen. If henchman abandoned, abused or mistreated, they immediately leave the service of the PC at the GM's discretion. | + | ===== Recruiting ===== |
+ | If players want to recruit Retainers or Henchmen, they must spend at least a week of time and money in town. During this time, they are doing their best to find able-bodied free men interested in work. | ||
+ | Retainers are all created from one of the retainer classes and are hired from the retainer deck. If players want to recruit Retainers, spend 1 week (and maintenance) looking. In Kingston, roll 2D6 adding the player' | ||
+ | Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, | ||
- | ==== Reknown ==== | ||
- | PCs can garner renown, a rating of their infamy. The higher their renown, the more likely an NPC knows of a PC’s exploits. | + | ===== Sacking or Quitting ===== |
- | Renown = PC’s highest ability mod + level. | + | Hench may be dismissed from service, or they may decide that their patron' |
- | The GM can choose | + | Retainers expect |
- | If rolling, the GM rolls 1d20; the NPC knows the PC if equal or under their renown. If the GM thinks it likely or unlikely that an NPC would know the PC but still wishes to roll, they may do so at advantage (the NPC is more likely to know the PC, take the lower result) or disadvantage (the NPC is unlikely to know the PC). | + | |
- | ----- | + | {{ : |
- | ====== Design Notes ====== |
hench.1577106047.txt.gz · Last modified: 2019/12/23 13:00 by andrew