An Army in the Dungeon

Dungeons & Dragons' roots stretch all the way back to wargaming and it has a subtle influence on play that's sometimes forgotten today. Early D&D relied heavily on henchmen and hirelings, who often rounded out a group that could number as high as 20 members. This sort of play affected the kinds of D&D, from expectations on mortality rate to distribution of treasure.

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Hirelings

Hirelings were hired soldiers of a variety of types, the true cannonfodder who were risking their lives for coin. Hirelings were governed primarily by how much the PC could spend, but Charisma played a role in attracting them. Additionally, PCs could attract more by establishing a stronghold.

Morale was an important part of managing hirelings. Rather than make these NPCs suicidal drones who did whatever the PC wanted, morale was introduced to provide a mechanic to manage them without requiring the DM to control all of their movements. A PC who abused his hirelings risked them quitting.

Henchmen

Henchmen were non-player characters who had a wide range of abilities, like player characters. They could be just about anything, but their loyalties varied by their relationship with the PCs.

The distinction is significant. Advanced Dungeons & Dragons often presented classes in Dragon Magazine that were considered too powerful for players to use but could make interesting henchmen. This practice gave rise to the "NPC class" which was often used by players anyway, from anti-paladins to death masters.

Henchmen were a part of regular play -- they gained experience points at a slower rate than PCs, but they still advanced -- and were thus these additional characters were usually run by the player herself. In this regard henchman served a variety of roles, including as backup PCs should the PC die. As an extension of the PC, the number of henchmen were dictated by the PC's Charisma stat. Henchmen filled important support: healers, torchbearers, and baggage carriers who took loot out of the dungeon while the PCs continued on.

How it Affected the Game

A mass of people moving through a dungeon changes a lot of dynamics in adventure design. Loot that could be pried up, that was heavy, that was not easy to carry, could be relegated to hirelings. Traps could be numerous because few PCs would put themselves at the front of the party. Non-combat characters like wizards could use their henchmen and hirelings to fill in their own combat weakness. Henchmen and hirelings were part of the army-building that was D&D's roots, as we discussed back when "name level" was a goal for PCs to aspire to. Peter V. Dell'Orto, who co-wrote the GURPS supplement, Henchmen, said:
Personally, I think the "meatshields," "mine detector," and "potion drinker" approach shows the wargaming roots of D&D. In a persistent wargame setting, it makes perfect sense to risk your least experienced and least valuable resources on the unknown. In a game growing out of a tabletop wargame, where you are moving your characters like pieces and promoting them between expeditions when they do well and survive . . . doing anything but expending your pawns and husbanding your queens and bishops and rooks and such would be foolish.
Henchmen and hirelings complicated the game considerably from an inventory and character management perspective, something that would likely not be nearly as feasible for later (and more complicated) editions of D&D. Encounters were freer with cash as well, because it was assumed to be spread out among the (very large) party. James Maliszewski explains:
The very fact that Grenadier produced an entire boxed set filled with torch bearers, guys toting treasure chests, and even a "potion tester" (he's figure E in the image above) tells you far more about the way D&D was played back in the day than I ever could. Old school D&D was not a game in which a small band of hyper-competent heroes braved the dangers of the world with only their swords, spells, and wits to protect them. No, they had a veritable army of hirelings and henchmen to assist them and these guys all got a share of the loot in exchange for their assistance. Considering that the life expectancy of a hireling could be measured in minutes in some cases, those that survived the dungeon certainly earned their share.
Although we don't use them nearly as much today, henchmen and hirelings were an important transitional step between PCs as leaders of armies and PCs as heroes. As D&D became more focused on the party and less about the army, they fell out of favor.
 
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Michael Tresca

Michael Tresca

Arghh. You could die of old age going through all the relevant books on Henchmen / Hirelings / Retainers. I stuck to 4 different editions (original, 1E, 2E, and Rules Cyclopedia). I looked in the 3 LBBs of the original game and supplements, the Players Handbooks and DMGs of 1E and 2E, and the Rules Cyclopedia.Kind of how I remember it, with some surprises...

Dungeons and Dragons (The Original Game, 1974):
There are “special hirelings” (or just “Hirelings”), with numbers limited by Charisma. This does not include Mercenaries etc. or Specialists that can be employed if you have a Stronghold. These Hirelings are of the “lowest level” (1st I assume). Higher level characters / monsters may be brought into service if captured and then bribed etc. I didn’t note any real changes to this in the supplements (Greyhawk etc.).

Advanced Dungeons and Dragons (1E, 1978):
There are Hirelings (Alchemists, Blacksmiths, Men-at-Arms, Teamsters, etc.) Essentially employees. Money is the limit on them. Henchmen are permanent retainers / “more or less devoted followers”. They are “always of a character race and character class, but are never player characters”. Mostly acquired as level 1; possibly level 2 (10% chance if 6th level plus PC) or 2-3rd level (25% / 25% if 11th level + PC). Limited number, by Charisma. Captured characters may be propositioned; but only those 3 levels plus under the PC will go for any length of time it otherwise being a temporary situation. Henchmen get support, shares of treasure and experience (50% experience because they are “acting under direction”).

Advanced Dungeons and Dragons 2nd Edition (2E, 1989):
Pretty much as 1E. Additionally a Henchmen should always be lower level than the PC. If he is equal (or higher) he leaves to make his own way (although he may still be friendly to the PC).

Rules Cyclopedia (Basic D&D, 1991): The final incarnation of Basic D&D. The term “Retainers” is subbed for Henchmen. They are limited in number by Charisma. This does not include mercenaries, Stronghold Servitors, Specialists etc. Retainers are “sometimes known as hirelings” and are always NPCs run by the DM (unlike previous games). Retainers gain experience as players do.

This is rough. I might have missed something, but hey this took long enough :)

*edit* I know there are other types (i.e. "Followers", etc.), but this is just the typical Henchmen / Hireling bit. The classed / important Henchmen, and the zero level NPC Hireling types.
 
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76512390ag12

First Post
Savage World's has simple easy to run rules for "Allies" and associated combats. Many SW games I have read or run seem to have naturally included bands of same.
It suggests that the decline of henchmen in more complex RPGs is a consequence of book keeping for player *and* GM.
 


G

Guest 6801328

Guest
My Yawning Portal group has one player who kept trying to provide his own "hirelings" (via Animate Undead). We found out that the resulting Zombies mostly clogged doorways or held us back when speed was vital. (In a pinch and a confined space, I Turned Undead and wiped out most of his Zombies plus all of the attacking Skeletons; this was met with mixed reactions.) We did finally put them to good use in a big room, as part of a 'hammer and anvil' plan.

Plus Zombies make bad potion testers because you get unpredictable results when using undead.
 



Eltab

Lord of the Hidden Layer
You used to be able to roll up a character on a sheet of notebook paper, now you need dedicated character sheets!
I've found it helpful to type up my own format Character Sheets into a computer and print the whole thing off when I'm ready to go play.
Among other advantages, I can find everything when I want it (because I put it there myself), and I am more likely to remember "what does this spell do?" if I hand-typed it into the computer.
 

Lanefan

Victoria Rules
Strange did not TRS produce a set of dedicated character sheets in 1979?
They did. So did Judges' Guild, I think, and some others.

Those sheets all gave space for far more information than one really needed to get a character up and running, though, as they were intended to be slowly filled in over the character's adventuring career. You'd go to one of these once your piece of notepaper became unreadable after a few adventures. :)
 

Thomas Bowman

First Post
You mean in D&D 5e?

In most RPGs you can still roll up characters on notebook paper.

There are many more things to track now then back with Advanced Dungeons and Dragons. An Advanced Dungeons and Dragons character Sheet looks like this:


Chareter1.JPG

You notice proficiencies/skills/languages are a bit of an after thought A typical character sheet on notebook paper would have the name, physical description if that, it would have the six ability scores, Movement, Armor class, Saving throws, hit points wounds and weapons. Skills were more or less optional, these characters were perfectly playable without them, and there were no feats. in the old days, I could roll up an entire ship's crew of 100 people, just by rolling the six attribute scores 100 times, give them armor class, THACO, and hit points and they would be ready to roll.
 

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