Theory of Games
Storied Gamist
I don't use the D&D troll. Trolls in my game are a variant of Ogre or Hill Giant and some of whom may turn to stone in sunlight.

I don't use the D&D troll. Trolls in my game are a variant of Ogre or Hill Giant and some of whom may turn to stone in sunlight.
Lol. Maybe, I need to use something much larger than a Hill Giant for the larger trolls.
Doesn't match my experience in several ways:Henchmen survived slightly less long than an unnamed marine in a xenomorph attack.
No matter how many characters set out, it very quickly became equal to the number of players.
It wasn’t that the situation was too dangerous. The players had the habit of the henchmen into dangerous situations whilst they stayed back. So those that didn’t die deserted. We were only about 13. That’s a bit young for high level tactical thinking. And remember, no background in wargaming.Doesn't match my experience in several ways:
--- IME adventuring henches (as opposed to commoner hirelings, which do drop like flies when exposed to danger) tend to last surprisingly well, mostly because their higher-level bosses are looking out for them. Even then, they're still surprisingly rare in our games
--- if-when an adventure proves as lethal as your second sentence implies, IME the players will start bringing multiple characters each into the field (as DM I always allow this)
--- flip side to the last: if-when an adventure proves as lethal as your second sentence implies the number of characters can very quickly become less than the number of players if recruitment/replacement options are for some reason unavailable
Three-abreast in a 10'-wide passage plus reach weapons poking through from the second rank was and still is SOP round here if-when a party happens to have enough warriors to make it work. Far more often it's seen as an opposition tactic when the foes are halfway organized and don't have many (if any) backliners.I never once saw or heard about this strategy being used prior to reading this post. I would not call that typical Ad&D play. That does sound like trying to run AD&D like a war game, which must have been very challenging.
We use summoning spells/effects for that, to the point that our company motto might as well be "When in doubt, add more idiots".I wonder how much we glossed over the notion that henchmen were intended to be along as extra bags of hit points and melee attacks so that the adventuring day could last longer.
Like the random soldiers who went with Perseus in "Clash of the Titans," nobody expected them to make it, they were just there to throw a few attacks and suck up damage. They were, quite literally, "tanks."
Loads of tactical difference, though. Having more actual people as henches means the henches can help cover and-or control more ground, can take care of the enemy mooks while the PCs deal with the real threats, and can (depending on their classes) broaden the party's ability base and combat options.There's no (mechanical) difference between that and giving each PC twice as many hit points and a second attack. Unless that attack is a spell, of course.
Fair enough for when you were 13.It wasn’t that the situation was too dangerous. The players had the habit of the henchmen into dangerous situations whilst they stayed back. So those that didn’t die deserted. We were only about 13. That’s a bit young for high level tactical thinking. And remember, no background in wargaming.
I need to remember when I'm prepping that we're allowed to screw around with monster statistics (and names even more so).I don't use the D&D troll. Trolls in my game are a variant of Ogre or Hill Giant and some of whom may turn to stone in sunlight.
1st didn’t really use grid based combat, but 3 ft. is probably derived from real world troops in ranks. But PCs more typically fight as individual skirmishers, so 5 ft is fair enough. It’s the difference between arms length and shoulder to shoulder.Three-abreast in a 10'-wide passage plus reach weapons poking through from the second rank was and still is SOP round here if-when a party happens to have enough warriors to make it work. Far more often it's seen as an opposition tactic when the foes are halfway organized and don't have many (if any) backliners.
It was 3e that forced everyone into 5' squares. Before that, 3 feet would do and even less if the character was small e.g. a Gnome or Hobbit (or Goblin or Kobold, as many a party has found!) of which you could get 4 across a 10' passage.
Let's dispense with the "how many people agree with me and therefore make my opinion more valid" thing