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. Picture courtesy of...

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


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rmcoen

Adventurer
The problem I envisioned with hirelings and henchmen - outside of trust issues (lots of treasure, absent employers) - is that once the party "loses" a few... no one else wants to hire on. If, as the OP says, hirelings have a life expectancy measured in *minutes*.... maybe you could raid a local jailhouse for volunteers? (Did I mention trust issues?)
 

Ancalagon

Dusty Dragon
A lot of DMs I knew diluted XP for the presence of hirelings, often giving them half shares. That drastically cut down on the hirelings expenditures.

I just looked this up the rule Cyclopedia (which is my "bible" when it comes to old D&D... I just can't research/master all the old editions, so it will have to do!)

"When the DM calculates experience points at
the end of an adventure, the total amount of experience
points earned by the group is divided
among the number of characters. A retainer gets
one share of experience just as any player character
does."

daaaaaaaamn

So Job the halfwit in charge of holding the torch and carrying the spare shovel gets full XP?
 

Hussar

Legend
I think this, more than anything is why you rarely see groups hiring. And in my experience dms as well hate the idea. Too much paperwork.
 

Lanefan

Victoria Rules
The problem I envisioned with hirelings and henchmen - outside of trust issues (lots of treasure, absent employers) - is that once the party "loses" a few... no one else wants to hire on. If, as the OP says, hirelings have a life expectancy measured in *minutes*.... maybe you could raid a local jailhouse for volunteers? (Did I mention trust issues?)
We've had this sort of thing happen a few times, in a sequence vaguely like this:

Day 1: party arrive in town and pick up a hench - usually a spare cleric.
Day 2: party leave town, whereupon their shiny new henchcleric dies at the first opportunity.
Day 3: party return to town and to temple, with corpse:
- Party: "This one was defective. Can we have another one?"
- Temple: "GET OUT AND NEVER COME BACK!!!"

Ancalagon said:
I just looked this up the rule Cyclopedia ...
That's Basic or BECMI. I think 1e has it that adventuring henches get half xp. I didn't know hirelings were supposed to get any, particularly if all they do is stand outside the dungeon and guard/feed the horses and mules.

Lanefan
 

Ratskinner

Adventurer
I just looked this up the rule Cyclopedia (which is my "bible" when it comes to old D&D... I just can't research/master all the old editions, so it will have to do!)

"When the DM calculates experience points at
the end of an adventure, the total amount of experience
points earned by the group is divided
among the number of characters. A retainer gets
one share of experience just as any player character
does."

daaaaaaaamn

So Job the halfwit in charge of holding the torch and carrying the spare shovel gets full XP?

Yup. But this is (apparently) one of those areas where different groups ran with different subsets of rules back in the day. It makes me very skeptical of the confidence with which people talk of "how things were" back in the day.
 

Lanefan

Victoria Rules
Yup. But this is (apparently) one of those areas where different groups ran with different subsets of rules back in the day. It makes me very skeptical of the confidence with which people talk of "how things were" back in the day.
And part of that came from the top: Dragon magazine authors were constantly floating trial balloons and suggesting new or different ways to do things, each of which would be adopted by some groups and not others until yes, almost everyone's game was different.
 

The earliest version of d&d was very different from 5e. Say you had a paladin it cleric. The paladin might have squires, cohorts, followers and would build his castle as he advanced in level and wealth. The cleric would build a temple , shrines Abbies, monasteries, and a holy he. The wizard would build a tower. All these things needed "employees" be they monsters, humans or whatever. But it make sense. It was more story based. The leadership feat. Familiars, Animal companions, paladin horses, goldms and homonculi are good too. At low level a hired, well paid barbarian is a useful sorc bodyguard!
 

There is a difference between "Retainers" / "Henchmen" and Hirelings. Retainers / Henchmen ("Special Hirelings" in the original game) had a class (like PCs). Alternatively they might be creatures of some type. Hirelings is a reference to the mostly 0 level (unclassed) NPCs. Men at arms, blacksmiths, servants, etc. Hirelings did no rise in level or gain experience. They were "zero level". There were no rules for 0 level hirelings gaining class levels although a DM might decide to do so. Henchmen might go on a dungeon delve. Hirelings... maybe 0 level fighters / men at arms. Not likely to survive it though. Experience was (typically) divided by the number in your party and (in 1E) Henchmen received half XP because they were there under orders. Mules don't count for XP division, probably another reason for their popularity :)

Honestly, when my PCs had the money to afford Hirelings they were left out of the dungeon (watching horses / gear) / nearby / in town. If a "torch holder" was along he was probably a low level classed Henchman type. Iirc, Henchmen were limited to half your level. Higher than that and they would strike out on their own.

Hirelings were there for employment. Henchmen had a closer relation to the PCs. And some PC received Followers at a specific level who were fanatically loyal (but not replaced when they were lost).

All this is "IIRC". I'd need to resort to my old books for specifics. each edition further refined and defined these categories...


*edit* spelling, or hitting the right key, still my nemesis..
 
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