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Hiring NPCs
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<blockquote data-quote="James McMurray" data-source="post: 245198" data-attributes="member: 743"><p>The problem with using the expected gains to generate a flat rate is that it entails giving the NPC information he does not have. Say for instance I decide taht the party will earn 20,000gp from their dealings with the mine. going by this, and the fact taht there are 5 people going in, each NPC would expect a 4,000gp share. Sounds well and good. </p><p></p><p>However, later on the party finds another job. I estimate that they can expect to earn 40,000gp this time. Do the people they went to previously suddenly double their asking price without an in-game reason?</p><p></p><p>What I am looking for is a rate per level where PCs can be expected to be able to hire on better than average support (i.e. PC-classe individuals). Is 2,000gp a valid amount of pay fora single adventure? 4,000?</p><p></p><p>With what I know about the mercenary business (all of it learned form Hollywood of course), very few hired hands actually get a full share of the profits. Grunts, medical personel, cannon fodder, etc. are generally paid based on their expertise in the field, not the expected value of the job. Of course, if they later find out that their pay is a drop in the bucket of the rewards, they may balk and request more.</p><p></p><p>How does the 400gp / level sound? What about a minimum of 200gp / level based on diplomacy? Note that this is for a single battle in a single day. If the party later wishes to hire people on for longer, they will need to pay more. I would probably double it if the hirelings were to be involved in an entire adventure. Also, does that rate sound good for all classes hired? What I'm looking for is a simple system that can be used for every hireling of every available level.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 245198, member: 743"] The problem with using the expected gains to generate a flat rate is that it entails giving the NPC information he does not have. Say for instance I decide taht the party will earn 20,000gp from their dealings with the mine. going by this, and the fact taht there are 5 people going in, each NPC would expect a 4,000gp share. Sounds well and good. However, later on the party finds another job. I estimate that they can expect to earn 40,000gp this time. Do the people they went to previously suddenly double their asking price without an in-game reason? What I am looking for is a rate per level where PCs can be expected to be able to hire on better than average support (i.e. PC-classe individuals). Is 2,000gp a valid amount of pay fora single adventure? 4,000? With what I know about the mercenary business (all of it learned form Hollywood of course), very few hired hands actually get a full share of the profits. Grunts, medical personel, cannon fodder, etc. are generally paid based on their expertise in the field, not the expected value of the job. Of course, if they later find out that their pay is a drop in the bucket of the rewards, they may balk and request more. How does the 400gp / level sound? What about a minimum of 200gp / level based on diplomacy? Note that this is for a single battle in a single day. If the party later wishes to hire people on for longer, they will need to pay more. I would probably double it if the hirelings were to be involved in an entire adventure. Also, does that rate sound good for all classes hired? What I'm looking for is a simple system that can be used for every hireling of every available level. [/QUOTE]
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