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Dungeons & Dra.. 4e General Discuss.. Anyone play with MME hirelings? Looking for advice
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3 months ago  ::  Feb 19, 2013 - 1:00PM #1
Style75
Date Joined: Oct 25, 2009
Posts: 1,946
I've been playing some of the older editions lately and I've enjoyed using henchmen and hirelings. It was a part of classic D&D that didn't really survive into the 3.5/4e era of superhero adventurers.

I'm going to be starting up a new 4e mini-campaign that will take a party of 5 from level 2 to level 4. Basically it'll be an extended dungeon crawl with frequent trips back to town to resupply, sell treasure, and do some RP. I'm looking to capture the feel of some of those old school adventures from 1e/Basic modules. I'd like to include hirelings in this new campaign and I've been studying the hireling rules in the "Mordenkainen's Magnificent Emporium" book (MME).

Does anyone have any experience in using the hireling rules from MME? Do they help? Are they too complicated? Any tips/hints/suggestions/warnings would be greatly appreciated. 
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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3 months ago  ::  Feb 19, 2013 - 1:14PM #2
CliveDauthi
Date Joined: Sep 8, 2012
Posts: 267

TBH I haven’t used MME ones even though I have looked them over; to me it was just too much work for an easy fix, npc monster ally.


In a game I use to DM we only had 3 players and no one wanted to play multiple character; so my fix was add monsters to the group.


For the low levels you’re talking about, it’s as easy as finding some goblins/orcs/ext of the same level or lower (never a solo or elite) there are plenty of them out there which can do whatever you need  and you can reFluff them to be humans or whatever.  You can either run them yourself as DM or have players “issue commands” to them as a free action and then you as the DM roll for them.


I would avoid letting the players directly control them.

hope this helps 

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3 months ago  ::  Feb 19, 2013 - 2:01PM #3
frothsof
Date Joined: Jun 4, 2010
Posts: 10,474

I use my own system. The final version will be in the mag, but here is an exclusive preview just for you Styles. Maybe it will give you ideas. I have no idea what is up with the formatting.



Henchmen and Hirelings


4e Forever presents new rules for Henchmen and hirelings. Hirelings are much like you might remember them to be, but henchmen have kind of become a combination of the old-school henchman, man-at-arms, and "follower".



General Hireling Notes


Hirelings have a level cap of 10. If PCs need a specific service, they might seek out a hireling. Hirelings are assumed to have some sophistication and skill in a specific area, and should be differentiated from common laborers. Assuming you are using the 4e Forever Treasure Tables and prices, the cost per day of employing a hireling is 2 gp x the hireling's level. Hireling level is based on a hireling's specific area of expertise rather than combat prowess. Therefore, a ship captain is of higher level than a ship's mate. If materials are needed for their work, such as leather to make armor, then it should be purchased by thePCs. Hirelings may not typically employ firearms.


Hirelings are not slaves. If hirelings are abused verbally or otherwise by the party, check morale to see if the hireling will quit on the party. A hireling has a base morale score of 6.



General Henchman Notes


Henchmen typically accompany heroes on adventures. Like hirelings, henchmen cannot typically employ firearms.


Henchmen are automatically attracted to the PCs when they first hit Paragon tier (level 11) and then each following level after. Henchmen will pledge their loyalty and services. Possible reasons for this fealty can be derived from previous adventures; it could just be that the word on the street is that the PCs are bad ****. PCs will attract a number of henchmen equal to one-fifth of their level rounded down. The PC cannot have a number of henchmen in excess of one-fifth of their level at any time. Lost henchmen are replenished at each level up. Henchman attracted are always of the PCs level, and henchmen do not level up or track experience points.


Example: A PC just starting the 14th level attracts 2 henchmen of the 14th level. If one of the two 14th level henchmen die over the course of the level, when the same PC hits the 15th level he will attract two new henchmen, both of the 15th level. The lucky henchman that survived it all is rewarded (see below), and continues on at level 14 without leveling up.


Henchmen have a morale score of 9, and they check morale whenever they are put in an extremely dangerous situation (such as triggering a trap, or having to doge falling rocks), or the first time they are targeted with an attack in an encounter. If a henchman is not targeted during a given combat encounter, he should not check morale unless some other element, such as a trap, triggers the check. If a henchman checks morale after being targeted and does not fail his morale check, the DM does not check it again that encounter, or until there is another extremely dangerous situation. Henchmen also check morale when brought back from 0 hit points (see below).


Henchmen are usually paid a small allowance at the end of each adventure. Level times 40 gold is a good formula for a surviving henchman to be paid in the Paragon tier. Move to level times 100 at Epic; if this seems unreasonable, remember that few, if any, will survive an entire adventure; if they do manage to make it out alive, they deserve a little dough!


Henchman and Hireling Mechanics


Generally speaking, henchmen and hirelings are built from the same basic formulas that "official" monsters use, but with a few twists to remember.


Henchmen and hirelings can be considered as members of whatever race the DM desires, but they do not receive racial bonuses or powers. However, they may be considered to be of a certain race or alignment in order to qualify for a Theme (more on Themes below).


Henchmen and hirelings have 1 hit point, like a Minion; unlike a Minion, however, a henchman or hireling takes damage on a miss. Henchmen and hirelings always have a speed of 5. Their defenses are derived with the following formulas: level +14 = AC; level +12 = NADs.


Henchmen are able to make both an MBA and an RBA. These can be flavored however you like, but the statistics are always the same; both attacks always target AC, and the RBA's range is always 10. MBAs and RBAs deal (1/2 their level) + 4 damage.


Henchmen always use their level +5 as their bonus to hit an opponents AC, and their level +3 as their bonus to hit an opponent's non-AC defenses (NADs).


Henchmen do not roll initiative, they always go at the end of a combat round. On the same turn, the player with the highest initiative score's henchmen go first, then the second highest, and so on. Henchmen and hirelings cannot delay or ready actions. Henchmen and hirelings will always seek to avoid an autodamaging effect, such as an aura.



Henchmen and Combat Speed


Although it may appear that henchmen slow down combat, there are several things to keep in mind. Morale is in play, and henchmen help bring monsters down more quickly. Henchmen all operate in a straightforward, simple way. They give players extra actions in each round. Henchmen thin out considerably over the course of a level of play. Finally, time flies when you're having fun.




Henchman and Hireling Themes and Skills


To add flavor to your game, each henchman and hireling is assigned a theme by the DM, as well as one trained skill. Treat a henchman or hireling's trained skill check as 1d20 + 5 + (1/2 their level). For all other skills, just add half of their level to a d20 roll. I suggest using only a small number of themes per group at a time to make it easier to track. In the magazine, you will see things like random theme tables, with the themes selected to fit the specific flavor of a given adventure.


Certain themes allow henchmen to use different powers. It is crucial to note that regardless of how a theme's power reads, henchmen always use the same attack bonuses vs a given defense (see below). If a henchman's theme power calls for a [W], or variable weapon damage, use a 1d8. Finally if a theme power's damage line mentions adding an ability modifier to a damage roll, always use 1/2 of the henchman's level as the modifier.



Henchman Template



Name/Level (Geographical Background)


THEME: HP: 1 MOVE: 5"

AC: (level+14) FORT: REF: WILL: (each level+12)


MORALE: 8 SKILL: (5+1/2 level) bonus to trained check


MBA/RBA: (Level+5) vs AC, (4+1/2 level) damage


 


 Sample Henchman


Martin of Edelby, Level 25 Henchman (Serd)


THEME: Explorer HP: 1 MOVE: 5"


AC: 39 FORT: 37 REF: 37 WILL: 37


MORALE: 8 SKILL: Athletics +17


MBA/RBA: +30 vs AC, 16 damage


 


Henchman and Hireling Death


A hireling cannot be raised from 0 hit points except by the Raise Dead ritual, but a henchman can be raised from 0 hit points once by a ritual, or any other method of healing, including a potion or power. If a henchman hits 0 hit points for a second time, he is permanently killed, and cannot be raised for the dead under any circumstance. Henchmen check morale when they are raised, while hirelings that have been raised from the dead will always refuse to continue helping the party. Henchmen and hirelings will always seek to avoid an auto-damaging effect, such as an aura. Henchmen and hirelings do not make death saving throws; consider them automatically stabilized.


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3 months ago  ::  Mar 02, 2013 - 10:55AM #4
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,244
The MME rules for henchmen/hirelings work fine, but like anything they should be taken as a starting point and set of guidelines, not as absolute rules you need to always follow. For instance henchmen are said to be hireable as employees for 1/5 the cost of an item of your level. Clearly you could allow some sort of skill challenge or something to get a better price (or talk the henchman down to this price). You can naturally extrapolate from the companion character rules and monsters as to what you may get. A PC might meet a likely looking dwarf in a bar and hire them as a warrior. Said dwarf might be a CC (IE a stat block built according to DMG2), but he might actually be an elite 4 level higher wereboar who's decided to lure the party out into the wilderness and kill them for their treasure...

Hirelings in 4e are somewhat abstract. They work great as incidental help you hire to do something on the spot. Usually in that case only their skill bonus at whatever is required of them matters, but obviously if a fight breaks out then at least there is a simple stat block. Naturally feel free to make some hirelings more unusual, they could have non-minion stat blocks for instance, even though they generally won't fight for the PCs deliberately. The 'spear chucker' types (bearers, linkboys, mercenaries) I think you will find are not exceptionally useful. Again they're not bad for say some native bearers that haul supplies along and steer clear of trouble, but generally the mercenary types won't do a lot for the party in a fight. Being minions they're going to just go down pretty quick. They'll give you an edge for a round or two, but their survivability is so low, even at level 1, that they dont' come across as very substantial. This is OK for a game where the PCs are definitely heroic and you don't want the NPCs doing much on their own, but in the 'dungeon crawl' you outline the attrition rate might get pretty high.

You could experiment with making armed hirelings "tough minions" or something. Give them a 'hit point threshold' equal to their level + 3 for instance. If an attack does less damage than that they're bloodied, more and they die. Once bloodied they die on the next hit like normal minions. That at least forces the DM to actually spend an attack on them rather than just wiping them out with some stray point of auto-damage or low level area attacks. They're still weak, but some will survive an encouter or two...
That is not dead which may eternal lie
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Dungeons & Dra.. 4e General Discuss.. Anyone play with MME hirelings? Looking for advice
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