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| #1MaximumPainJun 12, 2015 7:40:00 | I want to run a solo or two player game where the party has hired NPCs to beef up their numbers/ needs. I would like most of these NPCs to be temporary hires picked up in the local area so they fit the local flavor. I want them to stick with the party for a while but eventually fade out to be replaced by new hirelings which will have higher CRs based on the party level. I also want these followers to level up in some form with survivors becoming NPCs that could add to the campaign later such as a hired guard encountered years later is now the captain of the guards ect.
For these hirelings and followers I wanted to use monster type stat blocks with the potential for the creature to get tougher by adding hit dice and combat bonuses above their normal stats and even capabilities with experience and even training. Of course many will be normal sentient races especially at the start but as levels progress some will actually be monsters/ fantastic creatures and races.
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| #2CCSJun 12, 2015 9:30:09 | Personally I'd just make them exactly like I would a PC. Just several lvs lower & with (mostly) average (ie:+0) Stats & whatever hps the story needed. |
| #3xanralJun 12, 2015 9:45:40 | If I was going to do this as a GM I'd probably split the NPCs up among the players to control in combat with veto rights given to me to prevent them from being treated as suicidal fanatics, for 2 reasons: A) It is boring watching the GM roll against themselves B) Less I have to worry about
Out of combat then they fall back under full GM control.
I'd probably say the NPCs add to the adventuring day their xp in what the PCs could deal with. Their effectiveness depends quite a bit on the PCs, if the PCs can AoE buff everyone then the NPCs are going to be able to hit above their weight class a bit but that falls under good tactics in my mind.
While charisma can play a big part, remember that money talks. A mercenary is going to be fine working for a soft spoken boss that pays well. I think having some form of reputation system would work that would be based on how well they're paided, how many have died (offset by any the party brings back from the dead), and general treatment.
Also keep in mind that you can go for irregular followers as well.
A druid or ranger could feasibly befriend wild beasts or fey.
A wizard might find a way to create constructs (and don't forget that there are more than just golems and shield guardians but weaker constructs too).
A cleric or paladin might have followers of their faith join.
A warlock might gain an ally from their patron.
That might spark new adventures and subplots as well and serve as rewards for the party. |
| #4MaximumPainJun 12, 2015 11:00:35 |
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| #5MaximumPainJun 12, 2015 11:13:55 |
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| #6OGRE1984Jun 12, 2015 12:02:30 | check out the Loyalty and Morale optional rules in the DMG. i would juat level the NPC when the PC level. Hirelings only a HD every level and a feature every other level. features i would use are easy low level class features such as fighting style, second wind, action surge, first tier stuff. Henchman i would have as lower level PC's, they could then be used as replacement PC if character dies. they are more expensive than hirelings. special followers create special drama. cloud giant may not fit into dungeon, city gaurd freak out, etc. have them as special guest stars for a few sessions then leave. smaller crearures might cause a special tax to be levied to allow them into town.also i wouldn't level them. don't forget to role up some personality traits for memerable NPCs.
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| #7BRJNJun 12, 2015 17:32:49 | If you have access to the 3/3.5 PH and DMG, look up the Leadership feat. If you don't just import it, it should serve as a springboard to get where you want. |