Marionnen's Musings: Cohorts and Henchmen and Hirelings, Oh My!

airwalkrr

Adventurer
A topic very near and dear to my heart: henchmen.

I love stories like The Hobbit where a huge party of would-be heroes go out seeking adventures. I would one day like to run a campaign that is some sort of reflection on that and isn't just focused on one small group of nigh-invulnerable characters (as so many fantasy RPG games seem to be these days). I really never have had the opportunity to run something like this and I think it would be a great experience. But how to work it into D&D 3.5?

In older editions of the game, player characters were allowed to acquire henchmen based on their Charisma scores. In 3.5 we have something similar: the Leadership feat. But something about the Leadership feat has never sat right with me. Perhaps it is the fact that you must devote a cherished character resource (a feat) in order to gather followers. Or maybe I just object to the idea of having only one real henchman (your cohort) and a bunch of glorified hirelings (your followers). Whatever the case, I don't really like Leadership. In the past I have tried various means to reconcile the feat with my distaste for it. In one campaign I granted every character the Leadership feat for free starting at 3rd-level (meaning the player characters could begin training a 1st-level cohort as soon as they reached 3rd-level). But that was not a very satisfying experience. Ultimately, I would like to tie the recruiting of henchmen and other such lackeys into the core rules of the game. But it needs to be a simple system and it also ought to have a basis in the mechanics of the game.

A good many things are calculated in the game using one half of a character's level or hit dice. Especially as one looks at more and more into the later source books for material you can see this rule used, as in the saving throw DC of a dragonfire adept's breath weapon. So let's do away with the Leadership feat, give every player character a Leadership score, and base it on the half-level mechanic. Every character has a Leadership score equal to half his level plus his Charisma modifier (minimum 1); this only applies to the character's natural or inherent Charisma score, not to any bonus he might receive from magic items or temporary boosts such as the eagle's splendor spell (a DM may allow a magic item to count if the character never removes it). Starting at second level (after all a character with henchmen ought to have acquired at least a little prestige), a player character can begin acquiring henchmen (or cohorts, whatever you want to call them). A henchman is a new 1st-level character which you may choose for yourself, but must follow the character creation rules set by the Dungeon Master for the campaign. Furthermore, your total number of henchmen allowed can be no greater than your Leadership score, and DMs may choose to restrict the number of new henchmen to one per level gained with your primary player character based on how he wishes to run his campaign. DMs might also require a little bit of roleplaying (gasp!) or at the very least a DC 10 Leadership check to acquire a new henchman.

Henchmen work mostly like other player characters. However they can never have henchmen of their own. They also gain experience points equal to half the experience points earned by their leader whenever their leader is participating in the same adventure and are likewise only entitled to half a share of the treasure gained. So a player may decide for one adventure to have his primary character sit the adventure out so that his henchman might gain full experience points and treasure for the adventure. However, if a henchman ever reaches enough experience points to equal the experience level of his leader, or his leader dies and is not resurrected, he becomes a full-fledged player character in his own right and may begin acquiring henchmen of his own.

This leads to players developing a stable of characters with which they can choose to play. Thus if a character dies after 1st-level, the player of that character always has henchmen to fall back on, making the death of a character less of a burden for a player and the party. The player already other characters waiting in the wings and doesn't need to create a brand new character from scratch. The DM also does not have the headache of determining how much wealth a brand new character entering the campaign will have or what magic items (if any) he should be allowed; the DM has already decided to allow whatever the henchman has into the campaign. A dead player's wealth and magic items pass on to his henchman as he desires, thus removing another thorny issue that often arises when a player character dies. There is no looting of the bodies of the dead character because his henchmen will receive his treasure. And the player of the dead character gets to keep any truly special items he might have acquired "in the house" so to speak.

I think this would work out brilliantly for a campaign that is friendly to having lots of characters around, especially one with simplified rules (such as I have been discussing already in this blog). I think it also gives players a better sense of attachment to their new primary character should their old primary character die or be required to leave the party for some reason (sometimes a player may lose interest in his primary character and just want him to retire). Obviously since henchmen start out at 1st-level and only gain half experience, they become progressively weaker relative to their leader, but since most henchmen will never become a primary character, this is not so much an issue. (And if you look at the experience table, a henchman will never be that much further behind the primary character than a cohort would; a 10th-level player character's first henchman gained at 2nd-level would be at least 7th-level, for example.) I also love that this rule gives a real tangible benefit to the Charisma score for ALL player characters, as Charisma is often seen as the default dump stat for practically every character who doesn't have Charisma tied to spellcasting (I've even seen paladins dump it or invest very little in it).

And of course none of this keeps a DM from running a four or five man party of superheroes who don't have time for things like henchmen if that is his fancy. This is a take-it-or-leave-it rule for those DMs who want the opportunity to have a large pool of characters in their campaigns even when they have a limited number of players. I imagine this could work out very well for DMs with only two or three players.
 

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So let's do away with the Leadership feat, give every player character a Leadership score, and base it on the half-level mechanic.
I still favor this being something a player should choose to opt into. Same goes for things like Mounted Combat. These are interesting features, but how do you satisfy players who have no interest in riding a mount? I suppose they could play another class, but if every class has the "Leadership Score", then it's somewhat expected that everyone has followers, but what about people who don't want them? How do we translate their desire not to run several different sheets of PC's into something they CAN use?

Every character has a Leadership score equal to half his level plus his Charisma modifier (minimum 1); this only applies to the character's natural or inherent Charisma score, not to any bonus he might receive from magic items or temporary boosts such as the eagle's splendor spell (a DM may allow a magic item to count if the character never removes it). Starting at second level (after all a character with henchmen ought to have acquired at least a little prestige), a player character can begin acquiring henchmen (or cohorts, whatever you want to call them). A henchman is a new 1st-level character which you may choose for yourself, but must follow the character creation rules set by the Dungeon Master for the campaign. Furthermore, your total number of henchmen allowed can be no greater than your Leadership score, and DMs may choose to restrict the number of new henchmen to one per level gained with your primary player character based on how he wishes to run his campaign. DMs might also require a little bit of roleplaying (gasp!) or at the very least a DC 10 Leadership check to acquire a new henchman.
I don't see anything mechanically wrong with this system. However, this really only satisfies a specific group of players, the kind of folks who like to run multiple characters, or trade out characters on a regular basis. I can see this becoming more and more complex(and unnecessarily so) with the higher the character's level becomes. A lvl 20 high-CHA character could have 15+ followers! In an average game with 5 players, that would be 75+ henchmen! Even at level 10 you could be looking at somewhere around 30-40 henchmen, in addition to the "original" 5 PCs.

Even at 5-6 henchmen per player, that's still a very significant amount of information to manage, and with increasing complexity with character creation the higher level you go, I feel that it would lead to less interesting henchmen and more "Big bulky fighter guy #3 " situations.

Henchmen work mostly like other player characters. However they can never have henchmen of their own. They also gain experience points equal to half the experience points earned by their leader whenever their leader is participating in the same adventure and are likewise only entitled to half a share of the treasure gained. So a player may decide for one adventure to have his primary character sit the adventure out so that his henchman might gain full experience points and treasure for the adventure. However, if a henchman ever reaches enough experience points to equal the experience level of his leader, or his leader dies and is not resurrected, he becomes a full-fledged player character in his own right and may begin acquiring henchmen of his own.
Using this system, especially at lower levels, you could reasonably rotate out two or three characters and end up with a single player having dozens of "cannon fodder" henchmen, defeating the entire purpose of creating a unique and interesting sub-party in the way the Hobbit does.

I would suggest keeping henchmen as henchmen forever, never allowing them to have henchmen of their own nor let them equal or exceed the Leader-player's level unless the leader player dies, or the campaign splits and Henchy #3 will never again get to venture with the party due to the secondary-party adventuring somewhere new.

This leads to players developing a stable of characters with which they can choose to play.
Admittedly, this is fun for some people. It is not fun for everyone, and personally as much as I enjoy creating characters, even this would lead to burnout for me. At some point I'd give up putting effort into them because really, with this many henchmen, how long are they really going to last? Why put that much effort into a dozen different characters, half of whom I'll never play, and the rest will likely die on their first day out.

Thus if a character dies after 1st-level, the player of that character always has henchmen to fall back on, making the death of a character less of a burden for a player and the party.
I don't understand why character death is something difficult to deal with. Your PC is dead, but your player isn't. So, unless you're going to kick Bob from the game when his dwarf barbarian "Bloodfist Ragebeard" dies, why can't Bob simply make a new character? PC creation may be difficult at times, but creating one new character is going to be a lot easier than creating and maintaining 12 over the life of a campaign. Perhaps when your party returns to town, they encounter a sorcerer/witch/warlock human woman who hails from Bloodfist's tribe(remember that barbarians don't generally care about your race) who psychically felt his death as she was once his lover. Aside from that simple introduction laying some creative groundwork for a new character, I can't see that placing a significant burden on the party or the player anymoreso than creating half a dozen near-PCs.

The player already other characters waiting in the wings and doesn't need to create a brand new character from scratch.
In my experience, there tends to be a reason why a player doesn't want to have a "backup" character. In my case, it's because I take a lot of effort to make a character specifically tailored to this campaign. I DONT make "Heavy-hitter Guy #5 " characters, and I generally feel that having backups leads to me devaluing the character I worked so hard on.

The DM also does not have the headache of determining how much wealth a brand new character entering the campaign will have or what magic items (if any) he should be allowed;
These rules for this in 3.5 are pretty clear-cut. If the DM is using a wealth-by-level model or simply roll your wealth die and multiply by your level, it doesn't take more than a minute or two to figure out how much gold a new character has.

A dead player's wealth and magic items pass on to his henchman as he desires, thus removing another thorny issue that often arises when a player character dies. There is no looting of the bodies of the dead character because his henchmen will receive his treasure. And the player of the dead character gets to keep any truly special items he might have acquired "in the house" so to speak.
In any good game played with friends, this never happens. Even the thieving rogue tends to "respect the dead" or at least the evil-eye that the now dead PC's player is shooting them. I honestly don't think I'd want to continue to play in a game where the party turns into a pack of wild dogs as soon as a dear friend of theirs dies.

I think this would work out brilliantly for a campaign that is friendly to having lots of characters around, especially one with simplified rules (such as I have been discussing already in this blog). I think it also gives players a better sense of attachment to their new primary character should their old primary character die or be required to leave the party for some reason (sometimes a player may lose interest in his primary character and just want him to retire). Obviously since henchmen start out at 1st-level and only gain half experience, they become progressively weaker relative to their leader, but since most henchmen will never become a primary character, this is not so much an issue. (And if you look at the experience table, a henchman will never be that much further behind the primary character than a cohort would; a 10th-level player character's first henchman gained at 2nd-level would be at least 7th-level, for example.) I also love that this rule gives a real tangible benefit to the Charisma score for ALL player characters, as Charisma is often seen as the default dump stat for practically every character who doesn't have Charisma tied to spellcasting (I've even seen paladins dump it or invest very little in it).
IMO: you're right in the emphasized part there. For certain groups of players, this would work brilliantly. However, I don't see it as a significant improvement over simply creating a new character when necessary(death, party-split, ect..). For people who aren't interested in this system, be they folks who don't like managing multiple characters, have difficultly building, ect... how do they benefit? How can Leadership be put to use for them?

Like I said, as an optional rule for a group of players who likes this kind of thing, great, but as a core game mechanic I wouldn't recommend it, at least not without some sort of consolation prize for people who don't like managing many characters.

And of course none of this keeps a DM from running a four or five man party of superheroes who don't have time for things like henchmen if that is his fancy. This is a take-it-or-leave-it rule for those DMs who want the opportunity to have a large pool of characters in their campaigns even when they have a limited number of players. I imagine this could work out very well for DMs with only two or three players.
I think having a "super-heroic" party is more dependent upon the campaign style than simply the number of players.

My thoughts are this: get rid of the 1/2 level mechanic. Far too many characters to reasonably handle, it's more likely to lead to PC "cloning"(IE: having Bloodfist Ragebeard's henchies all being FistBlood BeardRage or Ragefist Bloodbeard, ect...) than to creating a diverse toolbox of PC's for the player to choose from. Make the number of henchmen simply 1+natural CHA mod(cannot be 0 or less due to negative modifiers). This is enough for high-CHA characters to get their little band of groupies, and low CHA characters to still get at least one companion, I feel this will lead to more creative companions who players are more interested in playing in side-adventures, trading out in case of illness or emergency on behalf of the primary character. Thirdly, drop the XP penalties. Let the henchmen be full-fleged characters except that they lack the Leadership score, and can only gain it in the case that the primary character "dies" or is otherwise unable to play. Simply have your players denote which character is their primary at the start of the campaign.

Fewer, more creative, more equal henchmen will IMO, lead to valuing each of them higher than having half a dozen that will inevitably lag behind and gather dust. It gives players more skills to draw from(assuming they don't twin their main PC), fewer things to manage, and I think will generally result in a better game than each player having a whole party unto themselves.
 

Why do you need rules for this? I throw in NPCs of the same or less level into the group all time and I've done it through every edition - even 4th. Many a time I've had the PCs "adopt" the NPC at some later point, taking a feat or some such approach that moves them from being primarily controlled by me (as DM) to more-or-less becoming secondary characters the PCs control. Even a few NPCs turned into replacement characters upon the death or retirement of a given player's character. So long as you and the players have agreed on some system for how many is agreeable, who controls whom and what kind of firepower you want the NPCs to bring to group's experience, I care very little for what the "official" rules are other than a bit of guide of guidance or tools to help me concoct "appropriate" strength/level NPCs.

As shidaku states though, it's best to get a sense of how much the players are willing the share the limelight with other NPCs. Some players don't want anything taking away from their time playing their sole characters, others may want a traveling troupe with them and even others might not mind an extra hand or two, but don't want to feel like they're toting around a golf bag of NPCs.
 

I wouldn't want something like this to be the default in the core - with a larger group, I generally don't want to bother with followers, and indeed ban the Leadership feat for this reason.

However, I can certainly see its utility as an option for a certain type of campaign. I'm not entirely sure what this gives you that you couldn't get just as well by giving everyone the Leadership feat for free, though.
 

As I state quite clearly in the article, this is a completely optional variant rule for DMs and players who want to experience either a) a large party of heroes or b) want to swap out among a stable of heroes from time to time. This is obviously not for anyone. Perhaps I should have spelled this out more clearly at the outset. But evaluate it on those merits, not on the idea that every campaign should use this rule all of the time.
 


[MENTION=12460]airwalkrr[/MENTION] - Like you, I am a big fan of using hirelings and henchmen in my campaigns. Also, like you, I find Leadership somewhat unsatisfactory - largely for the reasons you have stated. So, I find your rules to be quite interesting. However, I think you found the weakness in your proposal in that, as you level, your henchmen become increasingly weaker when compared to the primary PC. Personally, I think I'd rather see the henchmen gain XP as though they were a full member of the party. This would allow higher-level PCs' the ability to bring in 1st level henchmen and have them level up at a fast pace. I also would not mind if henchmen equaled their PC in level.

I don't think I'd include rules on distribution of treasure as it should be the party's business to divide up their wealth as they see fit. If the party deems the best use of treasure is for the henchman to get the magic suit of plate mail, so be it.
 

If you think henchmen leveling up like regular PCs would work in your campaign, go for it. Personally, I just don't want henchmen to overshadow the other PCs unless the player makes the conscious decision to start playing the henchman more and make the henchman his primary character.

As for treasure, it is only a guideline meant to keep henchmen from taking too much loot away from the other members of the party. A player with a lot of henchmen could take a substantially larger share of the loot than a player who only wants one or two henchmen. But as with everyone, these are only ideas. Take them and use them in whatever way you see fit, if at all.
 

In my long running 3.5 game with 3 PCs two had leadership and it worked quite well. I Liked that it was an opt in, with a cost, and, like past henchmen rules, rewarded a decent charisma. (The other PC had a shadow from the shadow dancer PrC...that was more of a mixed bag).

The nature of the campaign was such that the followers played a pretty limited role...but I guess that is how it is supposed to work.
 

Leadership works to an extent. But I want to get rid of level-based feats (see my blog on Featless? for more details). And either way having to spend a feat on Leadership just because your party is small is a feat tax. So it is difficult to extricate this rule from the grand scheme.
 

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