This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
NOTICE: Some online security services are reporting that information for a limited number of users from this site is for sale on the "dark web." As of right now, there is no direct evidence of this, but change your password just to be safe.

Author Topic: Making hirelings go into the dungeon  (Read 544 times)

HappyDaze

  • Hero Member
  • *****
  • H
  • Posts: 3179
    • View Profile
Re: Making hirelings go into the dungeon
« Reply #30 on: April 08, 2021, 06:09:21 AM »
Still, taking a company or battalion in to storm a dungeon doesn't feel like the way I want to play regularly.
My players usually opted for taking six guards with them into dungeons. Just enough to boost them with things like Inspiring Leader and still have a blocking wall to control monster movement to a fair degree.