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henchmen [2024-09-14 19:27] – Add note about multi-class PC restrictions poemshenchmen [2025-03-24 00:28] (current) – [Operating independently] dmg 38 footnote poems
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 Class restrictions are those most favorable to the PC. So a fighter/assassin could hire non-assassins early on despite the assassin restriction, since fighters don't have that restriction. Class restrictions are those most favorable to the PC. So a fighter/assassin could hire non-assassins early on despite the assassin restriction, since fighters don't have that restriction.
  
-===== Hiring costs =====+===== Costs ===== 
 + 
 +==== Hiring ====
  
 The 100 gp per level initial payment also applies to the extra gold to raise the base chance from 25% to 35%, 45%, or 55%. For example, the thresholds for a 2nd level character are 200 gp, 400 gp, 600 gp, 800 gp.((You can tell this is the case because a 5th level character would not really care about an extra 100 gp.)) The 100 gp per level initial payment also applies to the extra gold to raise the base chance from 25% to 35%, 45%, or 55%. For example, the thresholds for a 2nd level character are 200 gp, 400 gp, 600 gp, 800 gp.((You can tell this is the case because a 5th level character would not really care about an extra 100 gp.))
 +
 +==== Upkeep ====
 +
 +A henchman's liege must pay all equipment and upkeep costs. The henchman pays for their own training.
  
 ===== Seeking henchmen ===== ===== Seeking henchmen =====
  
 If a character desires to seek henchmen, their player should indicate as much to the DM at least 1 week before the desired session.<sup>Ex</sup> If a character desires to seek henchmen, their player should indicate as much to the DM at least 1 week before the desired session.<sup>Ex</sup>
 +
 +===== Offer of employment =====
 +
 +Offer money accepted by a henchman goes out of the game. They retain magic items offered to them. They do not start with any money and must be fully furnished by their employer, with the exclusion of those magic items.
 +
 +The rules on DMG 35 say that magic arrows are counted in groups of 5, but don't list groupings for other [[ammunition]] types. Here they are, extrapolated from their XP value:
 +
 +^ Type           ^ Grouping  ^
 +| Arrows         | 5         |
 +| Bolts          | 5         |
 +| Bullet, sling  | 5         |
 +| Dart           | 3         |
  
 ===== Control of henchmen ===== ===== Control of henchmen =====
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 Remember that henchmen are in a way a roleplaying challenge. Players should challenge themselves to play these characters as separate characters. How does the PC and henchman feel about each other? Maybe they will really strike it up, or maybe they will often differ. Having a PC differ from their henchman in action or opinion on occasion is a hallmark of good play. Remember that henchmen are in a way a roleplaying challenge. Players should challenge themselves to play these characters as separate characters. How does the PC and henchman feel about each other? Maybe they will really strike it up, or maybe they will often differ. Having a PC differ from their henchman in action or opinion on occasion is a hallmark of good play.
  
-===== Costs =====+===== Operating independently =====
  
-A henchman's liege must pay all equipment and upkeep costs. The henchman pays for their own training.+Henchmen can adventure without their master,((DMG 38, "As characters acquire henchmen...")) however: 
 + 
 +  * They are still subject to the 50% reduction of all earned experience(The players can choose to provide the henchman with a larger-than-usual share of the treasure to compensate for this, but that decision is totally within the purview of the adventurers.) 
 +  * They are still subject to loyalty and morale checks.
  
 ===== XP earned ===== ===== XP earned =====
henchmen.1726342063.txt.gz · Last modified: 2024-12-22 15:53 (external edit)