Hella_Tellah
Explorer
3.X doesn't handle hirelings and minions well. A druid with a fleshraker animal companion might be dangerous, but a druid that traveled the countryside amassing an army of critters using Wild Empathy is broken and annoying to run. Worse still, any druid can amass a critter coterie with sufficient dilligence and a patient party. Beguilers can likewise dominate their way into superstardom, while any charismatic character with Leadership can amass a huge, volunteer army.
And that's just on mechanical class abilities. As far as the rules are concerned, there's no codified method for hiring on extra hands. Can I spend all my phat lewts on an army of level-one commoners? How much would that cost? What do I pay to have a level 6 rogue come search for traps? The DMG II has some hapharzard rules, but not the sort of codified, balanced system one would hope for.
So how should 4e change that? Here's a simple system, as a starting suggestion. Assuming feats are still in, I present the new Leadership feats:
Leadership [General]
Prerequisites: Warlord level 5, any other class level 10
The character may lead up to three additional humanoids into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each humanoid requires 10gp per level in upkeep each day.
Wild Leadership [General]
Prerequisites: Druid level 5, Ranger level 5, any other class level 10
The character may lead up to three animals or magical beasts into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each creature requires 10gp per level in upkeep each day.
Undead Leadership [General]
Prerequisites: Evil, Cleric level 5, Wizard level 5, any other class level 10
The character may lead up to three undead creatures into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each creature requires 10gp per level in upkeep each day.
Based on this, spells like dominate humanoid and command undead could replace those feats temporarily or reduce upkeep costs.
What do you guys think? How would you fix hirelings for 4th Edition?
And that's just on mechanical class abilities. As far as the rules are concerned, there's no codified method for hiring on extra hands. Can I spend all my phat lewts on an army of level-one commoners? How much would that cost? What do I pay to have a level 6 rogue come search for traps? The DMG II has some hapharzard rules, but not the sort of codified, balanced system one would hope for.
So how should 4e change that? Here's a simple system, as a starting suggestion. Assuming feats are still in, I present the new Leadership feats:
Leadership [General]
Prerequisites: Warlord level 5, any other class level 10
The character may lead up to three additional humanoids into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each humanoid requires 10gp per level in upkeep each day.
Wild Leadership [General]
Prerequisites: Druid level 5, Ranger level 5, any other class level 10
The character may lead up to three animals or magical beasts into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each creature requires 10gp per level in upkeep each day.
Undead Leadership [General]
Prerequisites: Evil, Cleric level 5, Wizard level 5, any other class level 10
The character may lead up to three undead creatures into battle. The total level of these creatures may not exceed [(1/2 Character Level)+CHA bonus]. Each creature requires 10gp per level in upkeep each day.
Based on this, spells like dominate humanoid and command undead could replace those feats temporarily or reduce upkeep costs.
What do you guys think? How would you fix hirelings for 4th Edition?