I think there's a legit concern about adding more reliable equipment/encumbrance slots and torch-bearing hands to the party. So I guess I can understand why Kelsey wouldn't want to make it a squire, beyond deference to the old school precedent of Paladins getting a special horse rather than a squire in OD&D and AD&D.
I have not let my 4 player group recruit an ongoing torchbearer, but for the 3 player group I feel like it's reasonable since they're comparatively short on hands and equipment slots.
I think hiring an NPC is better for the game than having it be a class ability.I think there's a legit concern about adding more reliable equipment/encumbrance slots and torch-bearing hands to the party. So I guess I can understand why Kelsey wouldn't want to make it a squire, beyond deference to the old school precedent of Paladins getting a special horse rather than a squire in OD&D and AD&D.
I have not let my 4 player group recruit an ongoing torchbearer, but for the 3 player group I feel like it's reasonable since they're comparatively short on hands and equipment slots.
My players will tell you that guaranteed magic weapons are a pretty big deal. Obviously, this varies by GM, but the paladin's floor is "I have at least one magic weapon" in groups that might never see another one.If you factor out the horse, and factor in that non-paladins can find magic weapons without requiring it to be a class ability, there's not much left of the paladin.
I think hiring an NPC is better for the game than having it be a class ability.
It would be a pretty controversial move for a GM to make an NPC granted by a class ability not be perfectly loyal -- or, more likely, a quantum hireling who would pop into existence when needed and do what was needed, and no more.
In contrast, getting a hireling to carry a torch and tote more stuff in their backpack could be a coward, a thief, a traitor, a religious zealot or more. In addition to the PCs having to shell out cash that could be used for equipment or carousing for them to be there, they're inherently unpredictable.
And yeah, the more capable the group of PCs, the more expensive (and more flaky) you can make that NPCs, to make sure you're not just giving them an "I win" token.
You do what makes sense for your group, but I think Kelsey was correctly assuming that most class benefit NPCs are going to mostly behave the way the paladin player wants."Perfectly loyal" does not mean "infinitely brave", though.
Yup.I think hiring an NPC is better for the game than having it be a class ability.
It would be a pretty controversial move for a GM to make an NPC granted by a class ability not be perfectly loyal -- or, more likely, a quantum hireling who would pop into existence when needed and do what was needed, and no more.
In contrast, getting a hireling to carry a torch and tote more stuff in their backpack could be a coward, a thief, a traitor, a religious zealot or more. In addition to the PCs having to shell out cash that could be used for equipment or carousing for them to be there, they're inherently unpredictable.
And yeah, the more capable the group of PCs, the more expensive (and more flaky) you can make that NPCs, to make sure you're not just giving them an "I win" token.
My players will tell you that guaranteed magic weapons are a pretty big deal. Obviously, this varies by GM, but the paladin's floor is "I have at least one magic weapon" in groups that might never see another one.
Plus nothing promises anyone a magical weapon they actually want to use. It might be magical maces all the way down.My players will tell you that guaranteed magic weapons are a pretty big deal. Obviously, this varies by GM, but the paladin's floor is "I have at least one magic weapon" in groups that might never see another one.
Beggars can't be choosers.Plus nothing promises anyone a magical weapon they actually want to use. It might be magical maces all the way down.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.