Estrillian
2016-05-02, 05:28 AM
When I started my current 5E campaign I adapted the BECMI henchmen rules and allowed my players to have secondary Henchmen characters. However I managed to produce something over-complex enough that they rarely take advantage of it. Worse I gave the first Henchman class levels (he's a Ranger) which has effectively made him another PC (so I have 3 players with 1 PC and 1 with 2). Since that time I've come to the conclusion that 5E makes most sense if class levels are a special thing that describes PCs only, so I don't want Henchmen to have Class Levels.
So I'm looking to design a simpler Henchmen system, and thought I might post my ideas here to see if there is any useful input.
Draft Henchmen Rules
Basic Rules
Any character with a Charisma of at least 10 can have one or more Henchmen. (Characters of low charisma just can't persuade people to fight and die for them effectively). Henchmen are subsidiary characters that you can control (though the DM can take control of your Henchmen if he feels that you are working against their interests).
You can have a number of Henchmen up to your Charisma Bonus, with a minimum of 1.
Henchmen are chosen from the standard NPC monsters. Eligible Henchmen include: Bandit, Thug, Bandit Captain, Acolyte etc. An individual Henchman might have slightly different Ability scores, proficiencies or weapon types if it fits the fiction. A Henchman has a Bond, Goal and Flaw like a PC.
The total CR of your Henchmen cannot exceed 1/4 of your level.
Loyalty
Each of your Henchmen has a Loyalty score. A Henchman's initial Loyalty is equal to half your Charisma, rounding down. Individual Henchmen might have slightly different starting loyalties if that makes sense. e.g. a shady bandit might have -2 starting loyalty, while an eager squire might have +2.
The Loyalty score of a Henchman measures their degree of trust and faith in you. Low Loyalty Henchmen will not risk themselves for you, and may rob or betray you if it suits their alignment. High Loyalty Henchmen feel a strong bond with you, and will go into deadly encounters, or get themselves hurt to protect you.
Each time a Henchman experiences some special success, such as surviving a heroic battle, achieving a goal or bond, or being rewarded with a significant piece of treasure, their Loyalty increases by 1d4.
Each time a Henchman suffers something very bad, such as being reduced to 0 HP, being abandoned by the party, being involved in a rout or being stinted on pay or treasure, their Loyalty decreases by 1d4. In addition, roll a D20. If the result is greater than their Loyalty score they abandon you and stop being your Henchman. If their currently Loyalty is 15+ when they do so then they leave on good terms. If their Loyalty is 5 or less then they betray you if possible. Otherwise they just pack up and make their goodbyes as quickly as possible.
Pay
Henchmen are usually paid, either with a regular wage, or with a share of your treasure. A standard rate is that each Henchman gets a half share of all treasure you find. Alternatively you could choose to pay your Henchmen a wage, but you will need to do so regardless of whether they are actively doing anything in a given session or not. A suitable wage for most Henchman would be 2gp a day when not in service and 4gp a day when they are. Not paying your Henchmen will lower their Loyalty.
Henchman Upgrades
Henchmen can gain in experience and ability as PCs can, but at a slower rate. If, when you gain a new level, the total CR of your Henchmen is below your maximum, you can choose to upgrade one or more of them, provided you stay with in the 1/4 Level limits. Henchmen can upgrade by switching to a new base NPC template. Appropriate upgrade paths might be :
Thugs
Bandit (1/8), Thug (1/2), Bandit Captain (2), Veteran (3), Gladiator (5)
Soldiers
Guard (1/8), Thug (1/2), Knight (3) / Veteran (3), Gladiator (5)
Agents
Scout (1/2), Spy (1), Veteran (3), Assassin (8)
Religious
Cultist (1/8), Acolyte (1/4), Priest (2)
Spellcasters
Cultist (1/8), Cult Fanatic (2), Mage (6)
One thing I am not sure about is the XP cost of fighting with Henchmen. In my old system, where Henchmen had levels, they got a 1/2 share of XP, but that is fiddly and not meaningful for Henchmen who are using MM stats. Should Henchmen lower the XP reward you get? After all they make combat easier. Maybe a flat -5% XP for each Henchman? Or should that be -10%? I'm not sure.
So I'm looking to design a simpler Henchmen system, and thought I might post my ideas here to see if there is any useful input.
Draft Henchmen Rules
Basic Rules
Any character with a Charisma of at least 10 can have one or more Henchmen. (Characters of low charisma just can't persuade people to fight and die for them effectively). Henchmen are subsidiary characters that you can control (though the DM can take control of your Henchmen if he feels that you are working against their interests).
You can have a number of Henchmen up to your Charisma Bonus, with a minimum of 1.
Henchmen are chosen from the standard NPC monsters. Eligible Henchmen include: Bandit, Thug, Bandit Captain, Acolyte etc. An individual Henchman might have slightly different Ability scores, proficiencies or weapon types if it fits the fiction. A Henchman has a Bond, Goal and Flaw like a PC.
The total CR of your Henchmen cannot exceed 1/4 of your level.
Loyalty
Each of your Henchmen has a Loyalty score. A Henchman's initial Loyalty is equal to half your Charisma, rounding down. Individual Henchmen might have slightly different starting loyalties if that makes sense. e.g. a shady bandit might have -2 starting loyalty, while an eager squire might have +2.
The Loyalty score of a Henchman measures their degree of trust and faith in you. Low Loyalty Henchmen will not risk themselves for you, and may rob or betray you if it suits their alignment. High Loyalty Henchmen feel a strong bond with you, and will go into deadly encounters, or get themselves hurt to protect you.
Each time a Henchman experiences some special success, such as surviving a heroic battle, achieving a goal or bond, or being rewarded with a significant piece of treasure, their Loyalty increases by 1d4.
Each time a Henchman suffers something very bad, such as being reduced to 0 HP, being abandoned by the party, being involved in a rout or being stinted on pay or treasure, their Loyalty decreases by 1d4. In addition, roll a D20. If the result is greater than their Loyalty score they abandon you and stop being your Henchman. If their currently Loyalty is 15+ when they do so then they leave on good terms. If their Loyalty is 5 or less then they betray you if possible. Otherwise they just pack up and make their goodbyes as quickly as possible.
Pay
Henchmen are usually paid, either with a regular wage, or with a share of your treasure. A standard rate is that each Henchman gets a half share of all treasure you find. Alternatively you could choose to pay your Henchmen a wage, but you will need to do so regardless of whether they are actively doing anything in a given session or not. A suitable wage for most Henchman would be 2gp a day when not in service and 4gp a day when they are. Not paying your Henchmen will lower their Loyalty.
Henchman Upgrades
Henchmen can gain in experience and ability as PCs can, but at a slower rate. If, when you gain a new level, the total CR of your Henchmen is below your maximum, you can choose to upgrade one or more of them, provided you stay with in the 1/4 Level limits. Henchmen can upgrade by switching to a new base NPC template. Appropriate upgrade paths might be :
Thugs
Bandit (1/8), Thug (1/2), Bandit Captain (2), Veteran (3), Gladiator (5)
Soldiers
Guard (1/8), Thug (1/2), Knight (3) / Veteran (3), Gladiator (5)
Agents
Scout (1/2), Spy (1), Veteran (3), Assassin (8)
Religious
Cultist (1/8), Acolyte (1/4), Priest (2)
Spellcasters
Cultist (1/8), Cult Fanatic (2), Mage (6)
One thing I am not sure about is the XP cost of fighting with Henchmen. In my old system, where Henchmen had levels, they got a 1/2 share of XP, but that is fiddly and not meaningful for Henchmen who are using MM stats. Should Henchmen lower the XP reward you get? After all they make combat easier. Maybe a flat -5% XP for each Henchman? Or should that be -10%? I'm not sure.