Hechmen, hirelings, mercenaries

In AD&D1, how often did your group(s) employ henchmen/hirelings/mercenaries/etc.

  • Always

    Votes: 7 9.9%
  • Often

    Votes: 14 19.7%
  • Sometimes

    Votes: 12 16.9%
  • Rarely

    Votes: 18 25.4%
  • Never

    Votes: 20 28.2%

Never in 1e straight.

In a 1e homebrewed variant my merchant prince high level wizard ruler of a rome type city hired personal 2 high level NPC bodyguards who accompanied him everywhere in addition to his house guards and imperial legions at his command, but xp was not done out by combats in that game.
 

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Pretty much always, depending on number of players (the more players, the fewer NPCs). At low levels it was pretty much standard to hire a half-dozen or so 0-level men-at-arms, and/or to join forces with various NPC adventurers encountered in "town" or in the dungeons (such as the various characters seen hanging around in modules B2 and T1). The former are paid a salary and do not receive a cut of treasure or XP. The latter typically received a share of both, and were counted equally to PCs. So a typical low level party might be 4 PCs, 1 NPC adventurer, and 5 0-level men-at-arms. If they acquired 3K worth of XP from defeated monsters and 3K gp treasure from an adventure, the PCs and NPC would each receive 600 XP + 600 g.p. (=1200 XP total, assuming the treasure XP was rewarded at a 1:1 ratio), the men-at-arms wouldn't receive any XP (and wouldn't be factored into the division of XP) or any treasure beyond their salary (unless the PCs decided to share, in which case their own rewards would be reduced accordingly).

Starting typically around 3rd to 4th level PCs generally began to hire henchmen (i.e. low level NPC adventurers loyal to the PC) -- some players wouldn't acquire any (and might even be forbidden from doing so - rangers, monks, etc.) but most would tend to pick up 2 or 3. Not all henchmen would be used on every adventure (some would be left to guard the character's "base" or be sent on various offstage errands, etc.), but a typical adventuring party might consist of, say, 4 PCs and 4 henchmen (but might also be 2 PCs and 6 henchmen, or vice versa). Henchmen receive a share of treasure negotiated between them and their boss (usually, but not always, 1/2 share) and receive 1/2 the XP a PC would receive from monsters (with the other half being "lost"). So if a party of 4 PCs and 4 henchmen acquired 32K worth of XP from defeated monsters and 30K gp in treasure, each of the PCs would receive 4K XP from monsters + 5K gp (= 9K XP total, assuming the treasure XP were rewarded at a 1:1 ratio); each of the henchmen would receive 2K XP from monsters (half the normal PC award) and 2500 g.p. (half a share) (= 4500 XP total).

0-level Men-at-arms generally weren't taken on mid-high level adventures (since they couldn't accomplish anything except to get killed), but some characters maintained a body of them to guard their stronghold (and, of course, high-level characters who maintain a stronghold attract a body of "free" men-at-arms as followers). I never had any characters who attracted apprentices (i.e. actual classed characters) instead of 0-levels as followers (i.e. druids, magic-users, thieves, etc.), but if they did I assume they'd be treated the same as henchmen (only with better loyalty and no need to pay them).
 
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In AD&D, the Druid is always welcome because on the average, he has more "disposable income" at 1st level than anyone else. Because he or she is so restricted when it comes to armor and weapons, the Druid has extra money to buy mounts, equipment, war dogs and hire mercenaries. Because of his high charisma, he has a built-in advantage when it comes to their morale. A Paladin should have an even bigger advantage when dealing with men-at-arms if he's willing to pay for them.

Yes, most of my PCs have always hired and/ or recruited as many henchmen, men-at-arms, animals and monsters as possible. Our DM had a nasty habit of attacking our base camp, ship, and pack animals when left unguarded or guarded by weaklings. Henchmen also provide spare PCs for when your main character gets killed and can't be raised. Otherwise, you get to roll up a new PC.
 

Often. We used to lovingly call them "cannon fodder". I don't remember usually having more than 2-3 non-PC combatants on our side at a time. High turnover rate.
 

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