Post by graelth on Feb 9, 2018 20:16:42 GMT -6
How are different categories of followers handled in your campaign?
As far as I can tell, there are at least four categories of followers in the 3LBB...
1) Hirelings are "unusual" (M&M 11) followers, described later on as "non-player characters" (M&M 12). This type of follower is limited by your charisma, suggesting there is a deeper relationship than simply being an "employee" of the controlling player-character. Hirelings are one of the two follower types that is subject to loyalty and morale rules.
There seem to be two sub-categories of hirelings, both of which require an initial treasure offer followed by a reaction roll (which is modified by charisma, without ever saying explicitly how), but are distinct in where they are found and their relative power. The first sub-category is "character-types", which have a single level in one of the three classes and can be humans, dwarves or elves. These weaker non-player characters can be hired in the city, and thus are easier and safer to acquire but much less powerful. The second sub-category are intelligent monster-types, which are found in the dungeon. Confusingly, monster hirelings also include character-types found in the dungeon, although they are not limited to first level characters. Because monsters in the dungeon "always attack" (U&WA 12), there are only two ways to bring intelligent monster-types into your service as hirelings—either a Charm spell or by defeating the monster-type and making him an offer once the foe is demoralized or subdued (I assume that looks something like... "It is your destiny! Join me, and together we can rule the galaxy as father and son!"). Subduing is discussed in further detail in the section on dragons in Vol. II (M&T 12), but presumably the rules could apply to any intelligent monster (suggesting that slavery is quite possible).
Some questions about Hirelings: How do you handle offers? Is the offer amount based on the level or hit die of the monster and, if so, what guidelines do you use? Do hirelings demand a share in the loot, and is the amount relative to their level or hit dice? Do they demand a regular wage instead? Interestingly, a strict reading of the section on experience (M&M 18) would imply that hirelings never receive any experience points, since those are awarded to players and hirelings are specifically described as non-player characters. Do you allow hirelings to gain levels in any other manner?
2) Mercenaries are not explicitly described, but are mentioned a couple of times in passing. The section on Charisma (M&M 11) suggests that they are different from character-type hirelings and are associated instead with men-at-arms, indicating that they are normal men (without a class level). On the next page in the section on non-player characters, however, they are described as characters:
"This" being a reference to "characters" in the previous sentence. Other than that, there is no indication on where mercenaries are encountered, how they are recruited, whether they are limited by Charisma, whether they require an initial offer (although regular pay and/or a share in the loot is implied in the passage quoted above), whether they use loyalty and morale and so on. Presumably this is because mercenaries by their very nature come in all shapes and sizes—that is, a mercenary company might include any combination of character-types, normal men and monster-types. Some questions about mercenaries: Do you treat them as their own category of follower? Do you use them in your campaign, and if so, how? Are they normal men or character-types with class levels?
3) Men-At-Arms: The third category of followers are men-at-arms, who are normal men and are recruited in cities and villages. This is the first of two follower types that is explicitly not limited in number by Charisma (M&M 11), although it is also the second of the two follower categories that explicitly uses loyalty and morale rules (M&M 11, 13). Their recruitment is discussed in more detail in Vol. III (U&WA 23). Men-at-arms seem to be associated with the OD&D endgame of large-scale warfare and barony management. They are detailed immediately after the section on castle construction (U&WA 20) and are mentioned alongside Specialists (U&WA 23), who explicitly are only introduced once players have attained "positions of power, i.e. with their own strongholds" (U&WA 22). The "faithful" men serving cleric strongholds (M&M 7) and guards defending wilderness castles (U&WA 16) are other examples of this, but the stronger evidence is in the actual monthly cost of men-at-arms (U&WA 23), which is incredibly low. This is perhaps because all the food, housing and weaponry is provided by the player's castle and town(s). The same is true for players who build castles (U&WA 24)—the cost of upkeep ceases, presumably because the player now has his basic needs met through support from the local village. Indeed, the section on Specialists indicates that you must have an armorer for every 50 men under your command (U&WA 22), which means a castle is also necessary (since the armorer can only be hired if you have built your stronghold).
Some questions about men-at-arms: When do you allow them to be recruited? Do they require a castle to be built first? Will they accompany characters into the dungeon, or are they only used for mass-combat? Do they earn experience or demand a share of the loot?
4) Specialists: The fourth and final category is that of specialists. These are professionals who live in your castle and practice different trades and crafts, such as alchemy, engineering or spying. As mentioned earlier, they require a stronghold before they may be hired (perhaps with the exception of the engineer, who must actually be hired to build a "major" stronghold). There is no indication that specialists ever leave the castle and adventure with the player-character, and as such, they presumably do not use loyalty or morale, nor do they gain experience or share in the loot of an adventure. They can be seen rather as a form of investment in the barony itself, and require a regular monthly payment in exchange for their services.
Some questions about specialists: Do you allow specialists to be hired without requiring a castle? How do you handle them?
As far as I can tell, there are at least four categories of followers in the 3LBB...
1) Hirelings are "unusual" (M&M 11) followers, described later on as "non-player characters" (M&M 12). This type of follower is limited by your charisma, suggesting there is a deeper relationship than simply being an "employee" of the controlling player-character. Hirelings are one of the two follower types that is subject to loyalty and morale rules.
There seem to be two sub-categories of hirelings, both of which require an initial treasure offer followed by a reaction roll (which is modified by charisma, without ever saying explicitly how), but are distinct in where they are found and their relative power. The first sub-category is "character-types", which have a single level in one of the three classes and can be humans, dwarves or elves. These weaker non-player characters can be hired in the city, and thus are easier and safer to acquire but much less powerful. The second sub-category are intelligent monster-types, which are found in the dungeon. Confusingly, monster hirelings also include character-types found in the dungeon, although they are not limited to first level characters. Because monsters in the dungeon "always attack" (U&WA 12), there are only two ways to bring intelligent monster-types into your service as hirelings—either a Charm spell or by defeating the monster-type and making him an offer once the foe is demoralized or subdued (I assume that looks something like... "It is your destiny! Join me, and together we can rule the galaxy as father and son!"). Subduing is discussed in further detail in the section on dragons in Vol. II (M&T 12), but presumably the rules could apply to any intelligent monster (suggesting that slavery is quite possible).
Some questions about Hirelings: How do you handle offers? Is the offer amount based on the level or hit die of the monster and, if so, what guidelines do you use? Do hirelings demand a share in the loot, and is the amount relative to their level or hit dice? Do they demand a regular wage instead? Interestingly, a strict reading of the section on experience (M&M 18) would imply that hirelings never receive any experience points, since those are awarded to players and hirelings are specifically described as non-player characters. Do you allow hirelings to gain levels in any other manner?
2) Mercenaries are not explicitly described, but are mentioned a couple of times in passing. The section on Charisma (M&M 11) suggests that they are different from character-type hirelings and are associated instead with men-at-arms, indicating that they are normal men (without a class level). On the next page in the section on non-player characters, however, they are described as characters:
In all probability the referee will find it beneficial to allow participants in the campaign to "hire into service" one or more characters. At times this may be nothing more than a band of mercenaries hired to participate in and share the profits from some adventure.
3) Men-At-Arms: The third category of followers are men-at-arms, who are normal men and are recruited in cities and villages. This is the first of two follower types that is explicitly not limited in number by Charisma (M&M 11), although it is also the second of the two follower categories that explicitly uses loyalty and morale rules (M&M 11, 13). Their recruitment is discussed in more detail in Vol. III (U&WA 23). Men-at-arms seem to be associated with the OD&D endgame of large-scale warfare and barony management. They are detailed immediately after the section on castle construction (U&WA 20) and are mentioned alongside Specialists (U&WA 23), who explicitly are only introduced once players have attained "positions of power, i.e. with their own strongholds" (U&WA 22). The "faithful" men serving cleric strongholds (M&M 7) and guards defending wilderness castles (U&WA 16) are other examples of this, but the stronger evidence is in the actual monthly cost of men-at-arms (U&WA 23), which is incredibly low. This is perhaps because all the food, housing and weaponry is provided by the player's castle and town(s). The same is true for players who build castles (U&WA 24)—the cost of upkeep ceases, presumably because the player now has his basic needs met through support from the local village. Indeed, the section on Specialists indicates that you must have an armorer for every 50 men under your command (U&WA 22), which means a castle is also necessary (since the armorer can only be hired if you have built your stronghold).
Some questions about men-at-arms: When do you allow them to be recruited? Do they require a castle to be built first? Will they accompany characters into the dungeon, or are they only used for mass-combat? Do they earn experience or demand a share of the loot?
4) Specialists: The fourth and final category is that of specialists. These are professionals who live in your castle and practice different trades and crafts, such as alchemy, engineering or spying. As mentioned earlier, they require a stronghold before they may be hired (perhaps with the exception of the engineer, who must actually be hired to build a "major" stronghold). There is no indication that specialists ever leave the castle and adventure with the player-character, and as such, they presumably do not use loyalty or morale, nor do they gain experience or share in the loot of an adventure. They can be seen rather as a form of investment in the barony itself, and require a regular monthly payment in exchange for their services.
Some questions about specialists: Do you allow specialists to be hired without requiring a castle? How do you handle them?