@Level by Wealth: I'll get to that at it's time, it's good stuff.
Monster Manual wrote:Pirate: Pirates are chaotic evil buccaneers who in all other respects conform to the characteristics of the latter type of men.
MOARRR DMG!
Something I noticed reading through the Hirelings and Henchmen stuff is just how much AD&D was
written to be played. Or rather, written by playing it I suppose. There's not a random list of medieval profession names with no game support like 2e, or professional skill rules in 3e that don't fucking match the costs or anything for hired professionals, there's just a table of hiring costs for the sort of people you will actually need on your adventures, explaining what they do for you and why you need them.
HIRELINGS
STANDARD HIRELINGS
Most hirelings are dealt with under the section entitled EXPERT HIRELINGS - those which are typically employed at such time as the character in question has an established stronghold. Common, standard hirelings are basically the usual craftsmen or laborers taken on by lower level player characters. Men-at-arms (soldiers of mercenary calling) are dealt with under EXPERT HIRELINGS (q.v.).
So they're even divided up by what part of the game spectrum you'll likely want them in, including neat little cost factors that encourage you to use them at that point rather than another.
And the professions? Pure game play. A
Porter will carry 50 lb. for you, while a
Linkboy will carry a torch for you, and they're just 1sp/day each. Ten types there in all. Can't carry all your treasure out? Hire more porters! Or some packers and teamsters. Want to wall-in the goblins? Hire a mason!
EXPERT HIRELINGS
If henchmen are defined as the associates, companions, and loyal (to some degree) followers of a player character, hirelings are the servitors, mercenaries, and employees of such player characters, and they too can have some degree of loyalty - based on their accomodations, rate of remuneration, and treatment. Various hirelings of menial nature are assumed to come with the cost of maintaining a stronghold; thus, cooks, lackeys, stableboys, sweepers, and various servants are no concern of the player character. Guards and special hirelings are, however, and such persons must be located and enlisted by the PC or his or her NPC henchmen.
So beyond a certain level you stop fussing with the small stuff and worry about paying and supporting your army with the proceeds of tax from your barony. Most of the common hirelings are included in the cost of these guys as needed too. Also, they're all massively expensive, around 150gp per month rather than the ~2gp per month of the low level guys.
The reason the (relatively cheap) mercenaries are here is they come in arbitrary companies which each need their own captain, and the captain is expensive, same as a henchman (q.v.). Unlike 2e where they arbitrarily won't adventure and 3e where you're not supposed to notice how cheap the cannon fodder is. +1 for 1st edition.
Oh, expert hirelings also contain the crafting rules, because these are who you have to hire to make stuff, and you have to hire them anyway to look after your mercenaries' gear. The stuff is just there in case you want something nice for your henchmen or self a bit cheaper (less the setup costs that stop it being cheaper at low level).
Little rules abound for Dwarves and Gnomes being better at this and that, and costing much more as a result. How you have to have Dwarf Engineer-Sapper to get Dwarf miners and so on (which is worth it, should you be cutting shortcuts through the dungeon, or building your own).
Anyway, a company of troops may as well be 80-120 guys (which is what your Fighter gets when he makes his barony, handy that) because that's where the numbers of experts needed meshes best.
The rules for
Sages are in here, which are that they're basically divination spells for non-casters, and only Fighters, Thieves, and their respective sub-classes can keep them on staff. Best chances are to know 40% of everything, 55% in one or two fields, 70% in one other, and 90% in 2-4 special sub-categories of that last field (of ~10 each). Decreased for more specific questions.
You must determine if any given question is of general, specific, or exacting nature according to the subject. For example, "Do giants live on that island?" is a general sort of a question; "Do fire giants inhabit the volcanic region of that island?" is a specific question; and "Do the fire giants inhabiting the volcanic region of that island possess the Artifact of Alamanzaliz?" is exacting. Any question asked must be within the scope of knowledge of the player character, or his or her associates at the time, and such inquiries must always be consistent with the learning of the milieu which you have designed.
Which I will go and say is clearly better than Magic Tea Party and thus worth the space in the book. Infact, it's something I think I'll be stealing if I ever tried to use 3e's knowledge system again, including the cost and time to actually do research (including the library of up to 100,000gp cost!).
Ha! Fooled me, a tiny note at the end says you can hire Mercs at 1st level after all.
Daily Employment: ... Soldiers can be hired, but not captains, lieutenants, or serjeants. They recognize hazardous duty, and the cost per day is the same as per month. The supply of such men-at-arms willing to work day-to-day is strictly limited, so if the PCs lose them adventuring, more will not be likely to be found.
So just a short-term gap-stop until you can afford some henchmen after about 3rd level.
HENCHMEN
Henchmen, whether male or female, are greatly desired by the discerning players, for they usually spell the difference between failure and success in the long term view. They are useful in individual adventures as a safety measure against the machinations of rival player characters, provide strength to the character and his or her stronghold, and lastly serve as a means of adventuring when the player character is unable to. Because they are so useful, and because they are typically so devoted, there are charisma limitations as to how many henchmen a PC is able to attract. Knowing this, the real question for the Dungeon Master is who will be attracted? where will they be found? when will they come? and what will the cost be? These questions are answered in detail hereafter.
I get the impression the more EGG used a rule in his own games, the more he liked it, and the more testing and shaping it got along the way. The punitive shit in this book tends toward primitive and rather ugly, but rules like these ones are absolutely gorgeous.
Level of Prospective Henchmen is 1st. 10% 2nd level if you're over 6th, and 25% 3rd/25% 2nd if you're over 11th.
Bringing your henchmen to danger-appropriate levels involves playing them on their own or carrying their ass for a while. Fortunately the XP tables provide and before you go up a level the Henchfolk will have all but caught you.
It then blas on for a while about what sort of folk would turn up based on where you're looking for them and so on (you find a lot of Dwarves searching in a Dwarven citadel, not so many in an Elven forest, eh)
Number of Prospective Henchmen is a note that one in a thousand people are prospective henchmen (because ~10% of local adventurers are 1st level and that desperate, and they're 1% of the population). Up to 1-in-200 or down to 1-in-5000 for more or less adventuresome places.
Effective Location of Henchmen says you can't actually attract any of those people without throwing around money like a ... an adventurer, I guess. Various methods are hinted at in the PHB and here we find the secret rate at which they function. Adding them together (and subtracting a bit for trying everything) shows what chunk of folk turn up.
You need to spend around 500gp to get everyone, and not too much more. Hey, I put an actual spoiler in the spoiler, yay me.
They turn up over the next week or so, dribbling in consistently until they stop. The DM gives them random classes and stats, and non-humans can be multiclass if they get a 14+ in an appropriate off-stat (which should probably be the general rule for that).
Cost of Successful Employment is quite high though, and not a sure thing anyway. Their basic cost is 100gp/level/month (same as officers for your mercs and the PCs themselves, also ships captains and all sorts). You have to pay that up front, and supply all their gear, and supply them housing and free food and clothes and so on (which, as far as I can tell, is why they cost 100gp/month, plus the gear you've Greyhawked for them).
They also want a share of found treasure (coins only, and this isn't
needed, but giving it to them is their main source of XP, so you may as well), and you need to explain to them up front what you want them to do for you. Free magic items increase their chances of joining up, so those spare +1 swords are worthwhile at higher levels.
Get it basically right and 30% of them will accept an offer to join. Note you have to try this before you see them all, they come in random order and don't come back if you refuse them until you spend all the attraction money again. Add 300gp extra and three potions to bring that up to 100%. /spoiler.
Best tactics for this mini-game seem to be pooling the party funds and picking your favourite henchfolk each in a crowded area of mixed races to suit the party. You can boost their loyalty by picking the right ones for yourself, and the costs to attract them end up shared around. All good.
LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE, AND MORALE
Holy shit charisma is a powerful stat in 1st edition. Asking your mooks (especially the day-soldiers, linkboys, and porters) to even go in the dungeon with you is a morale check, and it's a base of 30% or so if you fail to minmax a page of secret potential bonuses. OTOH, if you're the same race and alignment, and do much of anything for them (like not treat them as disposable garbage and really try to level them up and stuff, be fair when they fail some morale checks, or just flat out be a bully and kick their ass for refusing) it quickly enough hits 100%.
NB: you sort of have to roll obedience and morale a lot of the time for a lot of reasons, particularly if fights are going imperfectly. Getting that number high is pretty damned important to having a henchman who actually henches. Bring about ten times as many porters as you need and one of them will hang around long enough to carry something (and that's the one you reward and hire on permanent-like because it greatly improves morale).
Oh, an addendum to the
Classes section now I'm this far through: Fighter followers are paid as mercenary Hirelings or they leave, Clerical followers are free, while Rangers, Thieves, and Assassins effectively get automatic Henchmen. All followers are loyal and don't randomly leave (but are not replaced if they die and you fail to raise them, or they miss the resurrection survival check).
I'll do a quick note on timekeeping in AD&D tomorrow, then I'm AFK for a week and a half up in the snow and ice, so this will have to wait, unless someone else wants to carry on in urgency. I'm not fussed.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.