Showing posts with label henchmen and hirelings. Show all posts
Showing posts with label henchmen and hirelings. Show all posts

Monday, September 10, 2018

With Friends Like These...



Gygax's The Village of Hommlet is widely regarded as one of the greatest intro adventures for D&D and for good reason. It is the template for thousands of adventures that followed, with its manageable "home base", down-the-road dungeon, and campaign-starter plot. One of the great things that doesn't get mentioned a lot is how it introduces several NPCs that are there just to befriend, then betray the players. This kind of diabolical double-crossing is highly effective when not overused, and can give campaigns a real cinematic quality, with a-ha moments and unexpected reveals. Here are a couple of other ways I have used friends and former allies against the PCs.

RISE OF THE MEATSHIELDS

It is not surprising that the 1e DMG spends so much time discussing the morale and treatment of henchmen and hirelings. After all, the term "meatshield" isn't exactly loving, and it reveals a long history of shoddy treatment.  How much abuse are they supposed to take? How many of their friends do they need to see die before they have mutiny on their minds? A well timed revolt can prove a disastrous reminder to the PCs that their actions have consequences. Henchmen can hold grudges just as easy as the villains of a campaign. This won't be appropriate for some tables, but if you have a group of players that flippantly churn through henchmen like butter, it could be a fun twist. They know the patterns and weaknesses of the PCs, and as the song says they "work hard for the money so you better treat [them] right". Their family members may also have revenge on their minds for lost loved ones; this can even allow for long-term plotting against PCs over years of game time.

I KNEW I RECOGNIZED THAT GUY

Undead are the gift that keeps on giving, especially when they kill PCs. PCs killed by undead will often rise again as undead themselves. Some very memorable encounters have happened in my games over the years when the party encounters a fallen comrade. This doesn't have to be driven solely as a combat challenge; you can play up the drama of seeing an old friend literally falling apart, or depending on the tone of your campaign, it could even be milked for comedy. Never let a dead PC go to waste.



Have you ever done anything similar in your games?


Friday, July 26, 2013

In Search of Strongholds, Part 5: Hirelings, Soldiers, and Wages








I know it has been forever since I posted anything in this series, and I apologize. I was compelled to finish the first issue of my zine 4e Forever, and it of course took waaaaay longer than I would have guessed. That said, a day has not really gone by that I haven't thought about stronghold rules. You can check out the earlier installments at these links: Part 1, Part 2, Part 3, Part 4.


I had contemplated doing an entirely new list of mundane gear in order to fit the new "economy" I am working with. I say new economy, but what it really amounts to is throwing 4e's "expected wealth per level" in the trashcan. I added random treasure tables, with lair treasures being the mother lode, the source of fabulous wealth. As I researched different prices of mundane gear over multiple editions, I started to realize that every edition is pretty much in line with the prices. There is a little variance, but overall they are pretty close. The biggest difference is with things like armor; old editions priced plate armor out of reach of low level PCs as a balancing factor, whereas with 4e, characters can afford plate at level 1, but they cannot all benefit from it. I was going to have to use the 4e prices for weapons and armor anyway, so the fact that the rest of the prices were in the same ballpark meant that I really didn't need to make new gear lists after all. It would have been a lot of work for nothing.

All of that aside, I still needed to nail down wage rates for hirelings. You cannot run a stronghold without them. You need staff to maintain the property, not to mention to support and supervise your armed forces. Your soldiers, of course, are also hirelings in and of themselves. If you have not already, you can read the current hireling rules in 4e Forever #1 in the Grimoire. I provided the basic "formula" for hireling wages: 2gp x hireling level = their daily wage. That said, to go any further we must talk a little bit about how hirelings and levels are defined.

First of all, none of the numbers you are going to see represent real history or medieval demographics. I try to maintain an internal logic and consistency, but I am not a scholar and do not purport to be. I do not personally care if stuff in my fantasy game matches up exactly with real life. I am trying to use simple formulas and concepts (such as "hireling level") to make rules that are easy to use. So, every number or gp total you see may not feel "realistic" to you. If that is a crucial factor, these may not be the stronghold rules you are looking for.

Second, hirelings and soldiers need to be differentiated. Soldier wages (but not their leadership's) are much lower than typical hirelings. This is for several reasons. The main ones are that their supplies, armor, weapons, food, and lodging are all provided to them. There are also many of them, so in the same way that buying in bulk might save you or me some money at a grocery store, the costs for your soldiers are also lowered as the costs are spread amongst many. There are also many "one-time" costs; you don't need to repeatedly buy a barracks, for example. Low-level "grunt" soldiers may also be less skilled, illiterate, be former criminals and/or mercenaries, or any other balancing factor that you need to justify it.

Wages per day are provided below, with wages per month extrapolated from them. You might have a campaign world that does not use months, or has a weird calendar, or what have you. I am assuming 30-day months with 12-month years. You can use the daily wage to set your own wages or use an optional rule that smooths everything over, albeit at the risk of losing a bit of "realism": most hirelings require a "monthly" wage for any services that take two "weeks" or more. So if you are hiring someone for 15 days or 30 days, it is the same wage. If you have 40 day months, you could still use the "monthly" pay rate. This will allow most DMs to use the same prices/rules even if their calendars are different.

Ok, so we talked before a little bit about how hireling levels work. They are based on the rarity of their skills as well as whether they are in a supervisory role. Thus, an Alchemist is of higher level than a Fletcher, and a Sergeant would make less than his Captain. The levels may feel arbitrary in and of themselves; they only have meaning when they are compared against each other.

So here is a breakdown of hireling wages. These do not apply to your standard soldiers (i.e. artillery, cavalry, etc) but they do apply to military leaders. As noted in the Grimoire, hirelings have a level cap of 10. They do not typically accompany PCs on adventures; that is the purview of henchmen. Soldiers do engage in mass combat, and they will be integrated into the Scalemail mass combat system for 4e Forever (see issue #1) eventually. A sage's wages should be set based on how rare their purview of knowledge is within the setting. For example, in Serd (see 4e Forever issue #1), any sage with information about the location of ancient ruins would be very well paid (Level 10).  Typical hireling occupations are listed; if you utilize a hireling with an occupation or skill that is not listed, use whatever level makes the most sense to you based on the wages of those that are. Also remember that common laborers are not hirelings, and they are not paid according to these tables.

Hireling Wage in GP by Day/Month
Level 1-2/60
Level 2-4/120
Level 3-6/180
Level 4-8/240
Level 5-10/300
Level 6-12/360
Level 7-14/420
Level 8-16/480
Level 9-18/540
Level 10-20/600

Hirelings by Level
Level 1-Scribe, Pack Handler, Chef/Baker, Minstrel
Level 2-Blacksmith, Tailor/Weaver, Tanner, Potter, Furrier, Vintner
Level 3-Armorer, Fletcher/Bowyer, Weaponer, Sergeant
Level 4-Gemcutter, Lieutenant, Animal Trainer
Level 5-Captain
Level 6-Engineer (Architect), Barrister
Level 7-Spy/Assassin (hired by the month only)
Level 8-Sage (varies)
Level 9-Sage (varies), Astrologer
Level 10-Sage (varies), Alchemist, Apothecary

Soldiers
Soldiers are all paid 5gp each per game month, or 60gp per year. Soldiers are never hired by the day. For simplicity's sake, I do not differentiate between different types of soldier in order to determine their wage.

In the next installment of this series, I will lay out the costs of constructing a stronghold and the minimum staff needed to maintain it. This will include the military leadership needed to supervise varying totals of soldiers, and notes on building your own army within the Scalemail system.

***I am still looking for submissions for 4e Forever #2!!! If you want to contribute artwork, cartography, or an article, PLEASE feel free to contact me at frothsof@gmail.com

Saturday, July 13, 2013

4e Forever Issue #1 Wrap-Up: Submissions, Q&A, and a THANK YOU!!!

Well, issue one of my fanzine 4e Forever has come and gone, and all I can say is that the response blew my expectations out of the water. This is obviously a niche product: a zine focused on a recently "cancelled" edition, and one that centers on high-level play, traditionally the least played "tier" of all editions. It also incorporates a lot of old-school elements, which, if you believe everything you read, is diametrically opposed to 4th edition. Well, the response proves that was a lot of bunk. I have had die-hard OSR guys congratulate me, and people that have only played 4e tell me I peaked their curiosity for classic editions. It seems a lot of the loud voices on the internet do not represent gamers as a whole.

I want to give a special thanks to those that shared this with others. Several people blogged about it, shared it on websites that I had never heard of, and some generous soul even took the time to index the issue on RPG Geek. Thank you. If anyone liked it or knows others that might, please continue to share it.

I thought I would give a short Q&A regarding some questions that arose from readers.

How often will 4e Forever be published?

There is no set schedule. A lot of it depends on real life and how many submissions I get (see below). It will be irregular, that's for sure.

Can classes other than Arcanists use spell research?

Yes. I left it as Arcane classes only in the mag for old-school flavor, but in retrospect, I should have clarified that.

You mentioned the rate of pay for hirelings based on level, but there was no list of hirelings.

A list of hirelings will appear with the stronghold rules, whenever I get them completed. In the meantime, a DM can just improvise based on common sense. For example, a blacksmith is a very common occupation, and even small villages like Hommlet will have one, so assign them a low level. In contrast, a sage that specializes in ancient astrology might be incredibly rare and command a higher wage. The less common the occupation, the higher the level. This also applies to supervisory roles, like in the mag example.

Does a Savage's extra attack on its initiative +10 work like some of the more recent 4e dragon designs? Do they get one action or a full set?

Yes, it is basically the same thing. How many actions is up to the DM. Note that a Savage is not required to use all of the features listed, but it will typically have many of them.

Who controls henchmen? Hirelings?

A DM should control hirelings, while the players control their henchmen.

What happens if the PCs level up and they are in an area with no henchmen to be attracted?

If the PCs are unable to be approached, then no henchmen are attracted, but if the PCs are in any location where populations of Humans or Demi-Humans are nearby, henchmen should find them.



I am THRILLED that I have already received a few submissions. I want to talk a little bit more about them. I am COMMITTED to making it smooth and easy as possible for you to submit material. Therefore, if you need help converting monsters to the new stat block, I will do it for you. I you have questions about the world or need guidance on any of the rules, I have an open line of communication. If you have "system neutral" material, such as random tables, by all means, send them in; not everything has to scream 4e. You might have something you submitted to Dragon or Dungeon that didn't get printed. Consider reflavoring it and sending it in! If you want to contribute to the zine, I promise I will do everything in my power to make it happen. So please, consider sending something in, or tell a friend that you think might be interested about it. Again, you can email submissions to frothsof@gmail.com .

Well, I just want to once again thank everyone for checking out the zine, even if it wasn't your thing. It is now my most popular blog post by a million miles. If anyone runs any of the adventures, let me know how it goes! I know that at 150+ pages, many of those who downloaded it may not have had a chance to finish reading it, so please keep sending me feedback. Thanks again!




Wednesday, December 5, 2012

In Search of Strongholds, Part 2: In Which Froth Creates a Lot of Work for Himself


Hello all. Recently I started a new blog series on my attempts to develop a "Stronghold" system for 4e. In the first installment, I basically laid out the challenges one faces when trying to do this. First, 4e PCs have never been as reliant on Retainers as they were in old editions. Second, high-level play assumptions have changed, and castle-building is not the one-size-fits-all endgame it used to be. Lastly, the 4e economy is wonky.



We made a little progress with some of this. I have the framework of a usable Henchman and Hireling system in place, and, as noted in the first installment, we can completely revamp the 4e economy with the help of Inherent Bonuses. Still, we need a game plan in order to go about the design in a coherent way. So here it is:

1. Revamping the economy means looking at how PCs acquire wealth. Since we are taking PCs off of the ever-increasing wealth-by-level treadmill, we need a new model. It seems obvious to me that new Treasure Tables are the way to go, including new Treasure Type Tables for monsters to ensure an old-school vibe.

2. The creation of a Stronghold needs to be a viable goal in 4th edition play. It needs to make sense regardless of the campaign setting or PC level. We will look at different ways to approach the idea, whether you are in an ultra-low-magic desert wasteland, or are plane-hopping on the Spelljammer.

3. We need mechanics. Lots and lots of mechanics. In keeping with established precedent, the bare bones of a Stronghold system will involve the following: rules for the identification and employment of the necessary Hirelings, the selection and clearing of a site, the construction and maintenance of the structure itself, details on how potential populations might then be attracted to the area, and finally, the regulation and management of the newly established "barony".

So, I have created a lot of work for myself. But at least I know what needs to be done, which puts me in better shape than I am half the time. I also have a working title for my system: Baronies and Barbicans. Yes, I am an uber-nerd.

Monday, December 3, 2012

Happy Birthday to Me: Celebrating One Year of Frothsof 4E

This month marks the one year anniversary of this blog. I just want to drop a quick post and say thank you to all of the readers that have stopped by. When I started this blog, I just wanted to add my voice to thousands of other gamers who shared their ideas and thoughts about this wonderful hobby. The funny thing about a blog is, it forces you to write. So I am personally glad I started it, otherwise I do not think I would have ever shared my ideas, and I certainly wouldn't have started work on a fanzine.

4e Forever, the fanzine I have been working on, is a labor of love. At first, I wanted to do pretty much the whole first issue myself, in order to set the tone. I have been lucky to have some contributors helping make it better, with cartography, images, and even a guest article being added to the mix. The first issue features a lot of optional rules, fluff, and two full length high-level 4e adventures, both in sandbox style. I am very proud of how it is shaping up, but there is still work left to be done. I refuse to pressure any of my contributors, because they are providing stuff for free. I also expanded one of the adventures; it added a ton of work, but it will be worth it. So, I will just have it done when it is done. In the meantime, I have tried to give a lot of previews on the blog and will continue to do so.

I have slowly but steadily built some decent traffic. For this I want to thank Sersa V at 4thcore for letting me be a part of the 4thcore hub for a while. I am also thankful to 4eblogs.com for including me in their excellent list. I also am a member of the RPG Blog Alliance. I recommend checking all of them out.

I thought I would share what were my most popular posts this year. #1 without question was the 4e Forever playtest. This was really just an opportunity for me to offer some simple rules modifications and monsters. The idea was to test my Henchman and Hireling system, as well as the new monster stat block I worked on. I also wanted to get a feel for the difficulty level. I would say it was a success; I was able to make some tweaks based on feedback, and I feel good about where things are at now. I look forward to you seeing the finished product soon.

#2 was my Henchman and Hireling article. This made me very happy, because I love my rules for this. I hope you have given them a try, if only for a one-shot. In my current 4e campaign, the players have gotten really creative with using them not only in combat, but also outside combat. It has been a ton of fun.

#3 was one of my design articles on the "Hybrid Stat Block", my concept of making the 4e monster stats more reflective of classic editions. Interestingly, it was the No. Appearing article. This dealt with my ideas on using variable totals of monsters encountered, much like the old days. You end up generating a possible range of difficulty levels, and it makes for more unpredictability in combat encounters. This crosses over with a lot of other concepts, such as eliminating specialized monster roles, standardizing hit points, and so forth.

Finally, coming in at #4 was one of my first articles, a very short little piece about a new monster type, the Savage. The basic idea is that these are Elites that are powerful enough to be run as Solos; the lower hit points balances out their increased offensive capabilities. This makes for quicker, swingier combat, something a lot of readers responded positively to.

I want to say again how thankful I am for every reader that has ever popped by, even if you hated my ideas. I love being able to have an avenue to share my thoughts on D&D. So thanks again, and I look forward to another fun year!

Wednesday, November 28, 2012

In Search Of Strongholds, Part 1: In Which Froth Is Sold On Inherent Bonuses

Howdy everyone. As you may or may not be aware, I am always looking for ways to tweak 4e by adding classic edition mechanics and flavor. Over the last few weeks I have been starting to put together some ideas for "Stronghold" rules for 4e. I love Stronghold rules. Love them. Love them, love them, love them. They are one of my favorite things about D&D as a matter of fact. Sadly, up until this point the concept hasn't worked so well with 4e. This has been for a number of reasons.


For one, although 4e PCs have roles within the party, 4e PCs are far less reliant on Henchmen, Hirelings, Toadies, etc than in previous editions. There are some classic dungeons that I simply would never enter without some Meatshields. In 4e, that is almost unthinkable; there is a whole generation of new DnDers that won't even know what you are talking about. I have put some new Henchman and Hireling rules out there to try and get a bit of this flavor back in the game (the full text and treatment will be in the mag, and this has been one of my most popular posts). Anyways, Retainers are a critical component of maintaining a Stronghold. It seems the lack of good Retainer rules in 4e helped keep Stronghold rules from developing.
Secondly, the career trajectory of 4e PCs usually doesn't resemble that of classic PCs. Many of the old worlds were assumed to be more or less quasi-medieval; building castles and armies were reasonable endgames for PCs. This changed a lot over the years, and with 4e, high level PCs are typically expected to be plane-hopping and saving the universe, rather than dealing with mundane barony taxation. So the assumptions of high level play have changed.

Lastly, the default economy of 4e doesn't support Stronghold rules. In "vanilla" 4e, the amount of money PCs find scales with their level, the reason for this being the need to purchase magic items to keep pace with expected enhancement bonuses. So you run into a lot of issues. If a player has to choose between keeping his basic numbers up to stay effective, or a little tower to call his own, you cannot fault him for buying an item. I mean, the game is telling him to. You also have issues when you try to assign a cost for building a Stronghold. The cost might be completely prohibitive until a certain level...but soon after that level, it becomes too cheap and insignificant. This is where I struggled the most when trying to come up with ideas. It seemed the only way to remedy the situation was by completely revamping the 4e economy. How could this be accomplished? As long as players need items to keep pace with the system, they will always need increasing amounts of cash. That is when the answer hit me-inherent bonuses.

I have resisted inherent bonuses in the past. Maybe that's not entirely accurate. I have resisted forcing a specific magic item philosophy into my work. I have changed my opinion. I am now going to recommend inherent bonuses as the default. Why? Well, its not to screw with builds that rely on certain items. Hopefully DMs will still let PCs quest for items that they really want. The reason is that I have a lot of ideas that simply don't work if I use 4e's default system. Using inherent bonuses means PCs no longer have to make a certain amount of money per level. Since they cannot buy items, there is no need for treasure to constantly inflate. I mean, how many Adventurer's Kits do you really need? So, since I am no longer bound to a certain amount of gold per level, I can set prices for Stronghold construction that stay constant over all levels. So it is never cheap to build one, but once you hit a certain level, it is also not impossible.

I don't know if this has any of your wheels turning, but I have three words for you: "Random Treasure Tables". How about two more words: "Treasure Types". Yes, I can bring back random treasure, treasure types for monsters, taxes, long-term Retainer pay rates-everything. I can bring it all back. And do you know the best part? I don't have to really do much work at all. Since the weird self-inflating 4e economy is no longer needed, I can just go back to old prices. Old item lists. Old treasure tables. Old Stronghold prices. I will have to do a few tweaks of course to make it my own, but I honestly think in the end that it won't be all that different from OD&D. Almost word for word.

So yeah. I never thought I would say it, but I freaking love inherent bonuses.

Part 2 on this series coming soon! As always, I would love to hear thoughts or ideas!


Tuesday, August 7, 2012

4e Forever Playtest!!! Check it out!

***NOTE: THE FIRST ISSUE OF 4E FOREVER IS NOW UP FOR FREE DOWNLOAD**

I am very happy to be able to share with you a short playtest of some material from my upcoming FREE zine, 4e Forever. It includes the new stat block! Please check it out and follow the instructions if you can! You should be able to finish it in one session. Even if you cannot playtest the material, I would still like to hear your thoughts. Oh, and there's a new Savage in there too!

4e Forever Playtest 1





*EDIT 8/9- I made some small edits and have re-upped it. I clarified some rules questions I had received regarding henchman initiative, savages, skills, etc, as well as made a few edits to the stat block to help its readability, something else I had some comments on. Please keep the comments coming! Thanks! 

Monday, August 6, 2012

The Hybrid Stat Block: Special Attacks

Welcome to the final installment of my series on my new hybrid stat block for 4e monsters. This is basically an alternate stat block for 4e that incorporates classic edition statistics, and it will be used in my upcoming zine, 4e Forever. Today we look at the way the stat block presents powers.

I love the clarity of the 4e stat block. I love the way powers are basically coded so that anyone can understand them. On the flip side, I also love the more conversational, narrative tone that classic edition monsters were presented with. It might seem that these two approaches are too incongruous to work together. However, I think they can, given a few considerations.

As readers of my blog have noticed in previews of my monster design, I am all about an "attack routine". I like multi-attacks as a fix to 4e's lack of high-level encounter balance, and I LOVE me some old-school Claw/Claw/Bite action, so it should come as no surprise that my 4e Forever monsters typically have a go-to attack routine consisting of multiple attacks. Simultaneously, I have also previewed and shown how I am working with variable encounter levels, and groups of the same monster. Both of these things make my new monsters very, very, easy for DMs to run, something that I am hoping will help speed up combat (along with Morale). You do not have to worry about multiple sets of statistics and a bunch of little powers here and there, hiding, spread out amongst 3 to 4 different monster types.

Since the monsters are easier to run, and since the DM is only having to look at one, perhaps two, different stat blocks for the entire encounter, I can afford to be slightly more conversational in tone with the powers. In other words, the simplicity of running the monster encounter groups allows for a more relaxed power presentation, without adding any extra prep time or difficulty to the DMs job. Now, I don't mean to make it sound too "loose", because it isn't. When I reveal the stat block later this week, you will see what I mean.

Now let's take a quick trip down memory lane. In 1e monster statistics, you have a couple of listings that I really wanted to include in my new block: Special Attacks, and Special Defenses. I decided to put a monster's primary attack routine under the listing "Attack". This listing also includes a creatures "basic attack", as its basic attack tends to be included in its primary attack routine. I also kept the "Traits" listing, used exactly the same way as it is in late 4e. Then, if needed, there are three other possible listings underneath "Attack". "Special Attacks" is used if a creature has any other attacks besides its primary attack routine and basic attacks; it also can include situational bonuses or tweaks to the primary attack routine. "Special Defenses" is used if a creature has a purely defensive power, i.e. one that does not include an attack. Finally, "Special Movement" is listed if a creature has a special power that is purely movement related.

This ends up looking and feeling very intuitive. I must say, I am quite happy with it. I still am a step or two away from revealing the complete block, however. This is because I am putting together a free playtest of some new material! This PDF will include a copy of the new 4e Forever stat block, along with three new monsters! Some basic rules (Morale, Henchmen), will be provided as well. I am trying to get it done as quickly as possible, and hopefully some of you gamers out there can run the monsters, using the variable encounter ranges, and let me know how it goes. More on this to follow! In the meantime, leave a post and let me know what you think!

Sunday, July 22, 2012

The Hybrid Stat Block: No. Appearing

As I continue experimenting with ideas for a 0e/1e/4e "hybrid" stat block for my upcoming zine, 4e Forever, I thought I would share some of my thought process on its design in a series of blog posts. Today I want to give you a look at how I am bringing the classic statistic "No. Appearing" to 4e.

Before I get too in-depth, I will just say I have no real qualms with the post-MM3 stat block. It works great. It is brilliant design. This isn't a condemnation of it by any stretch, I'm just trying to provide an alternate version that is more in line with the early editions. The overall goals of the new stat block are to inject old-school feel into the presentation, streamline the information for DMs, and to help reinforce "fixes" to some 4e issues, such as encounter speed, level of difficulty, creature action recovery, etc.

Many aspects of 4e design are things of beauty. I love the logic of encounter balance and difficulty. 5 Standard monsters of the same level as a 5 PC party is an encounter of the PCs level. You can, to a closer degree than any other edition I have played, judge encounter difficulty in 4e. Even in the Epic Tier, with all its imbalances, the 4e method is still "closer" than using Hit Dice or Monstermarks (from old White Dwarf mags) ever were. But what if you crave greater randomness in the number of creatures encountered? You can always use Minions for very large monster groups, but Minions are not always the best solution. The problem is compounded by other factors. Many 4e PCs are not "trained" to flee; it just isn't in their vocabulary. Fights turn into slogs. Who even wants to use a random encounter when it is going to take up most of the session? And how can you use a variable amount of monsters and maintain a semblance of balance in the first place?

Well, the most important thing to do is to use Morale. I will not go back over the details here, but I will note that it is a crucial and effective tool to use to control encounter length. By having this variable built in to the game, you can afford to be looser with the number of creatures encountered, as encounters are typically shorter.

The second thing to do is determine monster levels and "No. Appearing". This sort of ties into another point about the monster design in 4e Forever: I am not using roles. Well, I am using Minions, Standards, Elites, Savages, and Solos, but not "Skirmishers", etc. I am trying to simplify encounter groups. Most encounters will be with creatures of the same exact type, i.e. 1d6+1 Giant Vultures. Though there will be some occasional variations, such as more than one type of Giant Ant, by and large you will be looking at the same creature. I hope you give it a chance when you see it. It allows you to really emphasize the flavor of monsters, and it is a lot easier for DMs to run; there aren't a lot of minor, irritating-to-track differences between say, a bunch of Orcs. Since the magazine deals with high Paragon and Epic, which is already taxing due to so many player options, it is a practical fix with old-school flavor, which is exactly what I am going for.

So that is enough philosophy, let's look at some examples of how to integrate variable encounter groups into your 4e game. Start by determining what you would like the average difficulty level of the possible encounters to be. For these examples, I am aiming for an average encounter level of the party's level +1. That is, if I roll and get the average number of possible creatures, it will result in an encounter of the party's level +1. You can easily adjust up or down to different encounter levels. Anyways, in these examples, I will assume a party of level 20 PCs, and I will be looking for an average encounter level of 21. There are two angles I can take to get there. I can start with a possible numerical range of creatures encountered, i.e. "No. Appearing", or I can start with creature level and go from there. Let's look at both ways.

For the first example, we will start from a numerical range of creatures, i.e. "No. Appearing". I decide I want a fairly large number of Standard creatures, 7-12 (1d6+6). The average there is 9.5 creatures, but always round the fractions of the "No. Appearing" average down; so, in this case I round down to 9. Assuming 5 PCs, I am looking at an XP target of 16,000 for a Level 21 encounter. So, I divide the XP amount by the average number of possible creatures (9). I get 1777 XP per monster, or Level 17 monsters. So the average encounter is about "9.5" Level 17 monsters. The potential encounter levels vary from Level 18 (with 7 Level 17 creatures) to close to Level 22 (with 12 Level 17 creatures). It should be clear by looking at this that the larger the static modifier in the "No. Appearing" roll, the more "stable" the range of possible encounter levels. If we instead take 2d8 creatures (9 creatures average), we still end up working with the same level of creature (17), but the encounter level range is from 11 (if they encounter only 2 Level 17 creatures) to 23 (if they encounter all 16 creatures).

Now let's look at starting with the monster level as opposed to "No. Appearing". I still want to hit my Level 21 target, but this time I decide on using Level 20 monsters. I take 16,000 (XP budget for a level 21) and divide it by the XP for a single Standard of 20th Level (2800). I get something like 5.7 creatures as our target number for the average number of creatures encountered. Unlike above, where we used the average of the possible "No. Appearing", the number of creatures here is rounded up to the nearest whole number, i.e. 6. So now, knowing what we want the average number of creatures encountered to be (6), we can decide on a "No. Appearing" expression. Let's try a "No. Appearing" of 1d10+1. Yes, this is actually a 6.5 creature average, but just as we did in the first examplewe again round fractions of the "No. Appearing" average downso, this expression gives us our target of 6 creatures. So, putting it all together, the mean (average) encounter is around Level 21 (6 Level 20 creatures, times 2800 XP apiece, divided by 5 PCs=3360, or a Level 21 encounter), while the low end (2 Level 20 creatures) is a Level 14 encounter, and the high end (11 Level 20 creatures) is a tough Level 24 encounter. That is a pretty big swing. I like it!

So that is my system, at least up to this point. I can anticipate providing another statistic that notes the possible encounter level range of a "No. Appearing" roll for monsters for a group of 5 PCs. Something like "Enc Lvl: 9-12; 11 avg". We'll see; I am open to ideas!

If you end up rolling a low number of creatures, hey it was a quick combat. If you roll up a lot, there is still a good chance the encounter will end quickly thanks to Morale (although the PCs may get severely roughed up). Now, if you are wanting to deal with a huge amount of monsters, say 20+, you will likely want to look at using Minions, or combinations of Minions and other monsters. There is a level-imposed limit to the accuracy of PCs and monsters, and if you go too far in either direction then it will become too easy or too hard to hit each other. Anyway, if it all works as planned (and playtesting has been positive), encounter length won't be a waking nightmare anymore. You can also help PCs mitigate some of the swingier difficulty with henchmen, which the magazine assumes are being used.

And that's how I am using "No. Appearing" on the stat block. This is made possible by Morale, adjusting monster levels, and using henchmen. When you put it all together, it is an attempt to use "No. Appearing" to bring old-school flavor to 4e stat block, loosen the balance a bit, and shorten encounter time. I hope I did a good job explaining it! I have tried to rephrase it several times for clarity.

I am interested in thoughts and opinions so please leave a post! I will be back soon with Part 2. I also want to say thanks to Dndblogs for including my site! It is a very cool group of 4e blogs to follow. I check it out daily, so take a look if you have never seen it before.

Frothsof 4e Errata!

So I thought I would point out a couple of bits of "Errata". I have edited some posts based on ongoing playtesting. These are mostly minor changes but I wanted to point it out to anyone using or getting ready to use the rules.

-Henchmen are now attracted to PCs starting at level 8 (as opposed to 6), and never total in number to more than a quarter of the PC's level. This used to be 1/3.

-I have edited the Reaction Tables. The chance of a monster being initially unfriendly or hostile has increased slightly.

-The biggest changes have been to the Giant Crab preview. The grab still does not allow for escape attempts, but it now automatically ends at the end of the Crab's next turn. Of course, this means it has a chance to continually "refresh" the grab, but for some PCs, particularly those with high Reflex scores, the possibility of escape is there. I have also lowered the damage expressions slightly based on the number of these it will be possible to encounter. The AC was lowered to the standard number for its level, and its attack bonus verses grabbed creatures was lowered. It is still very nasty, but it did get "nerfed".

-I have added some extra information to the No. Appearing post, providing information on the formulas being used to balance the random numbers of creatures encountered.




Friday, June 8, 2012

A Megadungeon? For 4e?!!

When someone mentions a megadungeon and 4e in the same sentence, I think that the first things to come to mind are oil and water. After all, a megadungeon is a massive structure, and in 4e to get through one room sometimes takes an entire session. 4e published 'delves' are usually three rooms, three fights, ta-da magic item bc that is about all you can get to in a sitting. 4e published adventures, especially the early ones, add a thick coating of terrible railroady melodrama to the mix, and you suddenly find yourself far, faaaar away from the way D&D adventures used to feel.



Paradoxically, one of the best things about 4e is how fun combat is as a player. All of the myriad tricks and toys to torment and flat out embarrass a monster. That great feeling when the board lines up to your will and you roll dice for like 20 minutes. Although some schools of thought suggest taking away player options in order to increase game speed, I would argue that those are things to make sure to leave in. I prefer to look at fixes from the DMs side, to see what I can do to increase encounter speed while still keeping it threatening.

My 4e Forever project involves a megadungeon. In preparation for writing it, I have gone back to the classics, near constantly reading some old adventure or another. In the case of my Saturday Gloomwraught campaign, I am running an old classic adventure, Judges Guild's Tegel Manor. This puppy PREDATES AD&D. Not precisely a megadungeon, but 240 rooms strong in the main level nonetheless.




So far, running it has been a tremendous pleasure, and the pace and varying threat level of the encounters is allowing the exploration to flow more naturally from room to room. At 12th level with optimized PCs, we got three combats in, plus at least a solid hour of exploration, in 3 hours. That to me is about perfect pace, and while I can't promise you that a combat will take such and such long, I can give you tips on how to get close to it. I think tinkering with this stuff might help give yourself more versatility in encounter/adventure design. So if you ever want to create a 4e megadungeon or update an old classic, try these tips:

Use Savages
I again want to encourage DMs to try using variations of these in your games. I used two of these in the session. The old adventure has a lot of rooms that are just like 'This room has an old broken sword in it. There is a Black Mold on the bed'. You could spend the rest of your playing days trying to run 4e Solos for all of the random monsters in this thing. Savages allow for the PCs to be threatened without taking all night. By giving the monsters a combination of multi-attacks (including action points), action recovery, automatic damage (auras and otherwise), and other tweaks, they run very clean, and pack a wallop. I thought it was awesome to see that the Middle-Aged DM posted a killer Savage. thats a bad boy; very cool. If you want another example and you never checked out Sorin 'Stinky' Yeate, check it out. You've got to try these, they are like 4e DM crack.

Use Morale
It is hard to fully embrace random wandering monsters in 4e if each encounter is going to take forever. The story has to go somewhere, and one slog after another is not really a great story. But yet, I want to use random tables. I love random tables. I think they add tons of flavor to an area and you are going to see a slew of them in 4e Forever. But I am not just talking about random encounters. I'm talking about rolling random numbers of creatures as well.

How can you get away with this in 4e where everything is balanced to a specific threat level? You can't use monsters to high or too low or nobody will be able to hit, and if you did use a lot of monsters, it would just be hit point city and take all year. That's where Morale comes in. Morale gives the DM a flavorful way to control combat length and difficulty. And since a low Morale monster will likely flee after just one of their allies is killed, this allows you to use way more of the monsters to begin with, so you can be more 'swingy' with the number of creatures. And if it does get out of hand, the PCs might...and you might have to brace yourself for this...they might actually have to run, for once in their careers. This also really encourages the DM to use many of the same creatures for random encounters, both for ease of running them, but also bc the fact that they may flee so early, discourages you from spending a lot of time on stuff you might not use.

So, in 4e Forever, you will see things like '3d4 Giant Wasps". A wasp gets really pissed and stings like hell, but ultimately it only wants to protect its area. It does not reason or try to follow a party or hold grudges. If seriously injured, it will likely stop fighting. A wasp's morale score might vary between 5-3, so even though 12 seems like a ton of Standard creatures to possibly throw at a party, the odds are really good that the fight will be over quickly. Personally, I love the flexibility it gives me in encounter design. I can have set-piece encounters that are really planned, or I can run more random old-school encounters with large numbers of monsters.

Speaking of fighting large numbers of monsters, give your players some henchmen!
This is going great so far in my group. My henchmen rules are here. Basically, once you hit 8th level you start attracting your own henchmen each level; they are kind of like super-minions. They help allow for a little swinginess in encounter difficulty, add a ton of flavor, and are just fun basically. It was actually a little sad when the first one died-died. Megadungeons are somehow more fun with a huge party.

Use unusual encounter areas
You could talk about this all day, but using both large and small encounter areas can add a lot of old-school goodness to your megadungeon. A lot of the rooms in Tegel Manor are very, very small. The whole party and a monster can not all fit into some of them. While using small-sized rooms exclusively would be a bad thing, it sure is awesome to do from time to time. You can also use several connected rooms to be sort of a 'sector' of the megadungeon.The PCs can enter any of them and attract creatures from all of those rooms. This is a good way to combine monster types as well as stagger how you add monsters into the combat, which is something I love. That 'should've saved the Daily' look on a player's face when the zombies walk in at the end of the second round.



Anybody running any 4e megadungeons out there? Leave a post if so! 


Wednesday, April 18, 2012

Henchmen and Hirelings in 4e


 **NOTE: THE FINAL HENCHMEN AND HIRELING RULES WITH ERRATA APPEAR IN ISSUE #1 OF 4E FOREVER***

I've been thinking today about henchmen and hirelings in 4e. Although a sort of token effort was taken late in 4e's life to present henchmen and hirelings, I wanted to take it a little further. But how? And why? In 4e, with the toughness of the PCs, you don't necessarily need cannon fodder like the old days. In other editions you automatically attracted followers at higher levels; in 4e there's no mechanism for that. Plus they suffer from 'ritual syndrome', which is where they cost too much money to encourage their use. Furthermore from a DM standpoint the last thing you really need on a 4e table is more HP, what with the proliferation of summons, animal companions, familiars, and everything else. Despite all of these apparent challenges, I think its possible to make it work and be fun in 4e. Here are my ideas. There are some close similarities with retro-games but some tweaks have been made to fit in with how 4e plays.

1. Screw balance. I mean, seriously
Don't get me wrong, I love balance in 4e but sometimes, especially in combat situations, I think you can let it go a bit. Basically the PCs never run in 4e. They have no fear. Rarely will they deliberately avoid combat. Not only that but there are assumptions in the game about monster abilities and powers. So surprise your players. Make them need some help. Amaze them with the large numbers of minis you put down. Leave traps all over the place. Or maybe despite the PCs high Arcana scores, for once they dont know something about an artifact automatically; they have to seek out a Sage that doesn't give out info for free. Let them know there are hirelings to be had and that they might be needed, and if your players are high enough level, have henchmen approach them. More on this below.

2. Make hirelings cheap but limited
Some cool stuff in 4e doesnt get used. Part of the reason is the cost of some things, such as rituals. Also some flavorful items and rituals can be really situational. Hirelings should cost their level X 20 gold apiece for initial hire. That is cheap enough to be easily affordable. I suggest limiting the number each party member can have. Say no more than 2-3 hirelings apiece on adventures at any given time, unless you specifically want to design around that much activity. If they just need a service somewhere, such as speaking to a Sage, do it as it comes up. PCs cannot hire a hireling above their level to accompany them on an adventure. However, if the pcs need information or some kind of service that does not involve the hireling putting his life to risk, they can utilize one of higher level at the DMs discretion.

3. Make them weak and strong at the same time
Give hirelings 1 HP, just like a minion, but they can be brought back from 0 HP once; if they hit 0 again, even days later, they cannot be raised. Sound too weak? Well hear me out. 

The hireling gets the same to-hit numbers as monsters, as well as defenses. So a level 10 hireling has a +15 to hit AC, +13 to hit NADS. AC 24 FORT 22 REF 22 WILL 22. Each hireling is assigned a theme from 4e by the DM, as well as one trained skill (5+1/2 level check). Give them 1/2 level only on all other skills. I think generic themes (such as "explorer") work really well. Now the hireling has some other talents and flavor, and the mechanics (themes/skills) already exist so its easy to use. 

In addition to the skill and theme, a hireling also has a basic attack that does 1/2 level +4 damage. Hirelings do not level up, and a hireling cannot be found that is higher than 10th level. Once you hit Paragon you likely rely on henchmen only for combat situations. Don't pick too many themes, it is too much to track. Pick 1-4 themes based on the situation. For example, a bunch of outlaws and mercenaries might accompany the PCs on an adventure that has moral abiguity.

4. Assign hireling morale 
Check hireling morale after they have been targeted with an attack the first time in an encounter, or if they are in a position of extreme danger. If they are not attacked, even if the encounter was dangerous, they will stay with the adventurers. As all adventuring is inherently dangerous, a DM should only use an extreme out-of-combat situation to trigger a morale check, such as barely being missed by a falling rock. Hirelings will always attempt to avoid an automatic damage effect.  

Their morale score is 6. roll 2d6 to check morale. If the DM rolls a 7 or above they will quit the party at the first chance

It is also suggested that the players pay them some stipend, but it should be low to encourage play. Paying the group of hirelings level times 10 for a completed adventure is fair; most of them will die anyway, and if one or two manage to survive they should be rewarded. The DM can also add or subtract from the morale die rolls based on roleplay if he or she wishes

5. Henchmen are attracted automatically and are not as limited
Henchmen in 4e are attracted to PCs by their deeds and achievements. They are the same mechanically as hirelings except their morale score is 8 and they can be brought back from 0 HP twice. Like hirelings, henchmen check morale after they have been targeted with an attack the first time in an encounter or are in grave danger, BUT henchmen also check morale after dying and being raised. A henchmen will always attempt to avoid an automatic damage effect. 

They also have greater economic requirements. PCs attract a number of henchmen equal to one-fourth of their level (round down) starting upon 8th level and each time they level up after that. The PC cannot have a number of henchmen that exceeds one-fourth of his level at any time unless DM allows it. So for example a PC just hitting 13th level is allowed 3 henchmen. Say the PC later hits level 14, and has 2 henchmen that havent died or deserted him yet. A DM can then allow one more to be drawn to him as he levels up. You might be thinking 'that could end up being a lot', and its true it could seem that way, but just think of the AOEs you can drop on them! But seriously, for one they cost a little more. Surviving henchmen are paid as a group after completing a quest. Level times 20 gold is a good formula for a group of henchmen to be paid in the Heroic Tier. Move to level times 40 starting at 11th level, and level times 100 at Epic Tier. Henchmen in 4e are not limited in level but stay the same level forever.

6. Pitch these ideas to your group, and let them see them in play
Players will initially get into this based primarily on your enthusiasm. If you encourage it, it can become part of your game. You could allow players to control their henchmen and hirelings, put on a one man show, or do a combination of the two. Let them know there are people for hire in the towns. Step up the threat in your games.

That's it. But the big question is why? Why add these things at all? Well it adds old school flavor and role play opportunities, and even for optimizers there is the extra striker damage vibe. In other words, its fun for everybody. You can also be less uptight with game balance.

Here are a couple of quick samples, you can just make these on the fly.

Braddock, Level 14 Henchman
Guardian theme
AC 28 FORT 26 REF 26 WILL 26 MORALE 8
MBA +19 vs AC, 11 damage
Skill-Endurance ( +12)
This dude has a big ol scar down one cheek. Mostly quiet. Cleans his boots like every day.

Pipkins, Level 2 Hireling
Harper Agent theme (Forgotten Realms)
AC 16 FORT 14 REF 14 WILL 14 MORALE 6
RBA, Ranged 10, +5  vs REF, 5 damage
Skill-Stealth (+6)
Pipkins is a little too confident and you wouldn't trust her with the money



I hope ya'll like these ideas. If you have any thoughts about it plz leave a post. If you use these rules let me know how it goes!! You'll see more stuff like this in my upcoming zine 4e Forever