hench
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hench [2020/02/05 19:40] – [Retainers] andrew | hench [2020/02/25 19:48] (current) – imported rules from buying/selling/recruiting andrew | ||
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PCs are powerful leaders, and as such will acquire NPCs in their service. | 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 per HD per day in service under dangerous conditions and a fraction of that if serving in a less stressful capacity. | + | 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 of that if serving in a less stressful capacity. |
- | A PC can’t command more than their CHA retainers. | + | A PC can’t command more than their Charisma score in retainers. |
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- | Retainers are all created from one of the retainer [[class|classes]] and are hired from the retainer deck. | + | |
Retainers only advance in skill and power under certain circumstances. | Retainers only advance in skill and power under certain circumstances. | ||
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===== Henchmen ===== | ===== Henchmen ===== | ||
- | A PC may recruit a number of elite followers known as henchmen or " | + | 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. | 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. | ||
+ | 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 to recruit more, but retaining the new and previous henchmen in the future will be at a Disadvantage. A PC may never have more extra henchmen at a time than the PC's CHA bonus. | ||
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===== Recruiting ===== | ===== Recruiting ===== | ||
- | Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, | + | If players want to recruit Retainers |
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- | ==== Reknown ==== | + | |
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- | PCs can garner renown, a rating of their infamy. The higher their renown, the more likely an NPC knows of a PC’s exploits. | + | |
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- | Renown = PC’s highest ability mod + level. | + | |
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- | The GM can choose to roll for an NPC’s familiarity, | + | |
- | 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). | + | |
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- | ==== Sacking or Quitting ==== | + | |
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- | Hench may be dismissed from service, or they may decide that their patron' | + | |
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- | ----- | + | |
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- | ====== Design Notes ====== | + | |
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- | __Question 1:__ does anyone except for PC's use classes? | + | |
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- | //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' | + | |
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- | __Question 2:__ Retainer " | + | |
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- | // | + | |
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- | __Question 3__: How do we handle maintenance? | + | |
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- | //Okay. My only suggestion would be to abstract time. I hope to use the concept of a " | + | |
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- | **Gary told me 40 years ago that time must be kept track of. I really want time to be important | + | |
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- | //I 100% agree. Money and time are two of the biggest resources our heroes have! Perhaps " | + | |
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- | * //Does spending on upkeep give XP?// | + | |
- | * ** 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 with your buddies? Pay alms to the church to attract more people to the city? // | + | |
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- | ----- | + | |
- | __Question 4:__ tie together | + | Retainers are all created from one of the retainer classes |
- | * //I say we add a reputation system | + | Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, |
- | **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? | ||
- | * Dave and Andrew create three hireling decks, each requiring a certain amount of reknown to draw from. | + | ===== Sacking |
- | * Hirelings are categorized as Laborers, Experts, Milita, | + | |
- | * The hirelings in each deck are hand crafted rather than generated procedurally. | + | |
- | * Although, we should agree on a format between the two of us that we like. | + | |
- | * Hirelings don't advance, but their equipment may be repaired or improved. | + | |
+ | Hench may be dismissed from service, or they may decide that their patron' | ||
+ | Retainers expect to work for one specific expedition. | ||
+ | {{ : | ||
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hench.1580931642.txt.gz · Last modified: 2020/02/05 19:40 by andrew