gothmaugCC
First Post
sur ewhen I get home ill go look em up for ya
Hella_Tellah said: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?
This is exactly what I do. But in this case it would be nice if there was something to discard.gothmaugCC said:I agree with Aloïsius. Break out of the box a bit, use your imagination. ALL the rules, every single teeny itsy bitsy one is simply a guideline. Use what you want, discard the rest. Its your game after all.
Wolfwood2 said:So then what happens if somebody without the feats tries to pay people to do something? Is their money no good?
drothgery said:I'd remove all hirelings, animal companions, and summoning or summoning-like spells and powers from PH1, so that all players are running only one character.
Arms & Equipment Guide, baby.Hella_Tellah said:Could you point me to those guidelines in 3rd edition? There are some wonky rules in the DMG II, but that's all I've seen. All 3rd edition gives us is the price for unskilled laborers, which doesn't really cover mercenaries with class levels.
Ilium said:It's fine to say "roleplay it," but then you give your own example of where some guidance could be useful. You can't pay hirelings 1SP per day and expect them to face danger. Fair enough. But how much should you pay them? And how much should you pay that level 6 rogue?
Rather than throwing arbitrary numbers around maybe we could base it off the expected wealth by level table. I don't have my books here, so I'll make up numbers as an example.
Say a level 5 NPC is expected to have about 1000 GP in wealth (I know that's wrong, but work with me). So maybe he should expect 1% of that value daily, with an additional 1% on any day he faces danger. That's in addition to room and board, of course.
Is that reasonable? Does it scale? Does anybody have the books so we can use more real numbers?
Mercule said:Player do only run one character. Henchmen, hirelings, cohorts, familiars, animal companions, etc., etc. are all under the control of the GM. Period. In 25+ years of gaming, the only exception that I can remember making (and not later regretting, in spades) was for a dual-personality character. Otherwise, even if the group is short enough PCs to make a full party, the extras are under GM control.
Kamikaze Midget said:I'd automate it.
Say you hire a 1st level fighter. Let's say he adds +6 to damage on your turn. Just automatically, as he attacks what you attack.
Say you have a boar companion. Maybe he adds +2 to your AC. Just by standing around in front of you.
If you give up YOUR action, you can issue commands to your companion to activate their special abilities. You can command a fighter to use a feat, or the boar to attack. But then it's turn takes the place of yours -- you don't both get to go.