mercenaries [Archive] - Wizards Community

Post/Author/DateTimePost
cycloptic_squirrel

01-11-07, 09:28 AM
I don't remember and can't find the thread I saw this in, but I recall something along the lines of a policy (possibly retired) in IUZ(?) where a table of four could 'hire' an NPC as a fifth. I have no idea what the mechanics were or how well it worked. It seems like a good idea that would be useful campaign wide, but didn't feel justified throwing this in the LGCS request thread as I have no firsthand knowledge on what I'd be requesting. (Although I'm sure Britt would be very familiar with the rules and success rate.) Anyone with firsthand experience care to enlighten me?
LachlarlanIII

01-11-07, 09:54 AM
I don't know how it is in other regions, but in the BK you can hire mercs based on whether you belong to certain meta-orgs or have influence with those meta-orgs.

I believe they function similarly to cohorts. You can't hire them if you have a full table, and the table can only hire one.
chesspiece

01-11-07, 10:10 AM
In the beginning of the campaign (CY591), modules had level 1 iconics (Jozan, Mialle, etc.) available to join tables of 4 level 1 PCs to improve the likelihood of success. This was dropped ~CY592 if memory serves. I believe that the Intro modules and the Riding Dog recommendations were seen as adequate replacements.
budleiser

01-11-07, 10:27 AM
In the beginning of the campaign (CY591), modules had level 1 iconics (Jozan, Mialle, etc.) available to join tables of 4 level 1 PCs to improve the likelihood of success. This was dropped ~CY592 if memory serves. I believe that the Intro modules and the Riding Dog recommendations were seen as adequate replacements.

What is the "Riding Dog recommendation"?

I think Mercs are cool idea. Depending on how expensive they are and how good they are, could discourage people from taking leadership.
kenobi65

01-11-07, 10:42 AM
What is the "Riding Dog recommendation"?


It's in the module boilerplate.

Living Greyhawk adventures are designed for APL 2 or higher. Four or five 1st-level PCs may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success:
1. Enlist a sixth player.
2. Advise PCs to buy riding dogs to help protect them, and fight for them.
SgtHulka

01-11-07, 12:41 PM
I have to confess I don't think mercenaries are a good idea.

The main problem is they are ridiculously cheap. In a home game this can be mitigated in one of two ways. First, they can be complete and utter cowards, basically clock-punchers looking to do as little as possible to earn their three coppers (or whatever) a day. This places them in the control of the Judge, however, and undoubtedly players will call foul, especially if they run off and leave the party to a TPK. Second, they could be paid in shares rather than money. But the way the reward system in Living Greyhawk works that's basically irrelevant -- you get the same reward no matter how many shares you split, so there's no "downside" to hiring a merc.

For role-playing and humor I would love to hire a coachman, a torch-bearer, a pack-bearer, a page, and a herald. But unless someone more creative than I can come up with an adequate means by which to introduce hirelings into a campaign like this, I don't see it happening.
Britt

01-11-07, 01:26 PM
The BK has a system for hiring Mercenaries at tables of 4. They are pre-statted and have several rules associated. Here is a link:
http://www.bandit-kingdoms.net/meta/ARs/BK_Mercs.pdf

Brief summary:
1) Only available at tables of 4 (including cohorts)
2) Only available in regionals.
3) The merc must be a lower level than the APL
4) Must meet Hiring Prereqs
5) Judge has complete control over the merc
6) Mercs will not sell their gear, loan items to PCs, or accept orders to use expendables
7) Payment for mercs cannot come from over-cap gold

All the mercs have hiring prereqs, rules for what happens if they die, notes to the DM on how to run them, and various other info. Typically, the really low level NPCs don't require metaorg membership or influence, while the higher levels require one or both.
cycloptic_squirrel

01-12-07, 03:54 AM
Thanks Britt!
Wow. I love my native Keoland, but I do have to get down to the BK at some point.

I do like these mecanary mechanics.
Puggle Halfwine

01-12-07, 04:52 AM
I love the mercenary mechanics. I think Perrenland (the mercenary capital!) should probably have them too...

Ratik, with it's chaotic nature and tendency towards 'swords for hire' rather than a military or standing forces would probably employ something like this too- the differences would be present, however. For instance, in Ratik, each individual would probably negociate their own contract- whereas in Perrenland, the phrase, "Standard Pax contract. No extras." has become part of most Perrenese characters lexicons. :D

What effect this would have, in game, I don't know- maybe discounts based on the PC's influence with their various metaorgs in Perrenland, but charisma checks or something similar for PCs in Ratik...

Edit: Or, perhaps, modifiers such as alignment comparisions, relation to the line of work to the NPC's alignment, etc? For instance, Lawful Good mercenaries wouldn't charge much more than cost for a truely noble cause, but a Chaotic Neutral one probably would... unless it directly and obviously benefited them somehow.