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Henchmen 5e

Started by Ronin, August 26, 2016, 07:30:57 PM

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Ronin

So I've been thinking about henchmen. I'm going to be running a game with the wife. I think she might need some extra firepower so to speak. So I've been reading the 5e rules. She's going to be starting at 1st level. I cant see her hiring NPC of the same level. I also cant think of why an NPC from the back of the MM would work for a 1st level character. Hell they would probably hiring the character as a henchman. (or henchwoman in this case.)
    So what to do? I think I have a solution. Start them as zero level characters, so to speak. Using the tables in the DMG, randomly determine the character like the high stat, and the low stat. give them a back ground and the proficiencies that go with it. Boom zero level character. After they gain 300 xp they can then progress into a class.
    As far as equipment. The background equipment is it. Unless they do not have a weapon. Then give them a club.
   
    What do you folks think?
Vive la mort, vive la guerre, vive le sacré mercenaire

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Omega

Instead of henchmen you can use NPCs of the same level.

Or. The higher level henchmen are seeking employment because they are out of money. Or you can adjust them down to the same level as the PCs.

Ronin

I understand that but I guess I'm thinking along the lines of hirelings. If they were the same level I would think they would want to be equals. As opposed to followers. Maybe I'm overthinking it all.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

Omega

#3
Your overthinking it.

A higher level retainer will just ask for a larger pay. If they are professional guards then they are likely also very used to working for lower level or even non-coms. Think about all the times simple merchants hire adventurers for some task. Except in this case the PC is the lowly merchant position.

Though in BX D&D retainers were never higher level than the PC hiring them.

jadrax

One thing you might want to bare in mind, is even though the NPCs in the back of the book have more Hit Dice than PCs, their abilities and Proficiency Bonus are based on the CR which is often a lot lower. They also do not benefit from starting with a Max amount of hit points at level one.

So in play I found a CR 1/8 Guard or Tribal Warrior, are a lot weaker than most level one PCs, despite them having 2 Hit Dice.

Ronin

OK, been doing some reading. Maybe only make available hirelings as commoners. Which would jive with my notion of the NPC not being as strong (So to speak) as the player. Plus I think it would fit better the scenario I have in mind.
Vive la mort, vive la guerre, vive le sacré mercenaire

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David Johansen

A noble can take retainers.  Technically they have to be non-combatants.  I had a valet, a page, and a floozy.  But you could allow them to be men at arms, after all it's your game.
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Omega

Also keep in mind that while a guard or retainer might be stronger at first. Are they also getting a cut of the EXP and levelling up? If not then the PCs will overtake them rather quickly.

mAcular Chaotic

Quote from: Omega;915739Also keep in mind that while a guard or retainer might be stronger at first. Are they also getting a cut of the EXP and levelling up? If not then the PCs will overtake them rather quickly.

The Starter Set recommends giving NPCs a cut of the EXP even if they don't level.
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wombat1

Well, if there is no other player, you could let her roll up a second player-character, perhaps starting that as a zero-level character, who could be the loyal junior retainer, and get experience, and then the additional firepower could be hirelings?

"Hi--I am 'Feeble the Mediocre,' and this is my assistant, Mo' Feeble."  Something like that for the character introduction perhaps.

Exploderwizard

Is this her first game ever?

If so it is better to generally create custom content for  single player then provide followers. Beginning players may lean too heavily on followers. After a few adventures when the new player is comfortable making decisions and understands the risk/reward mechanism a bit better, a few hirelings can be added without an issue.
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Ronin

Nope not her first game. Just first play 5e, we've played a bit using RC before.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

Telarus

When I ran T1 (Hommlet and the Moathouse) with Earthdawn 3e, I really tried to stick to some of the OSR advice I was reading at the time for henchmen and hirelings. The players started off at Circle 1 (probably 2nd level A/D&D powerlevel - hey, they are magical adepts), and immediately picked up help in town before heading out to the dungeon, as Jaroo asked them to investigate. What really helped was the idea of 1 Sp = 1 Legend Point (I obviously shifted the scale to the Barsavian metrics), and then it was as simple as saying that the PCs get 2 shares, hired "henchmen" (i.e. adepts or "classed individuals") get 1.5 shares, and hirelings (the crossbow squad, the horse tenders) get 1 share. It worked really well, and they actually adopted one of the Henchmen as a full party member with 2 shares after the first run (young Elmo the false drunkard, whom I made an Axemaster adept /alt-Swordsmaster  ... man those "drunken" Taunts really got to the bandits they encountered).

Yeah, so in short, Gold as XP, and the party as a pirate ship with "shares" broken down for officers and crew.