Pages

Tuesday, April 23, 2024

Henchmen and Hirelings in Under the Giant's Shadow

Sunday was the first session of Under the Giants Shadow where the human PCs made use of the "human dungeoneering" power: they hired and brought along henchmen. 

Each of the races in my B/X variant has a racial power that is useful for adventuring - Dwarves have Cavesense (follow trail back* + usual dwarf underground detects). Elves have Elfsight (improved detect secret doors and illusions). Halflings have keen ears (improved hearing at doors/resisting surprise). Humans have Naturally Social, which means not only do they NOT have any reaction penalties for other races (as all the others do), they get to reroll one Henchmen action each round. I felt this was a good balance of a dungeon delve special ability. It's taken over a year for the people with human PCs to make use of it. 

Now, part of this is because the players have been super-secretive about their venturing under the Giant's Shadow to loot one of the destroyed cities there. They suspect that once what they are doing becomes public they will face pressure to stop OR their success will generate competition. In this they are not wrong, but it has made it very difficult for them to get help. (It's also forcing them to make a commercial trading business to hide where their money is coming from; they now own a mule farm... which means by extension they own donkeys and horses and it all gets complicated.)

But another part of it is the psychology against Henchmen that's rooted in post Hickman Revolution play. As the guy playing one of the Dwarves who has been playing since the 1E days said, "Every time I hire a henchmen to do something for me it feels like I'm denying myself the chance for my character to do a cool thing and handing it to this NPC." 

When I was a kid playing B/X and AD&D we never used henchmen; from 1981-1984 it seemed like too much work to have to run the additional characters, and we didn't have a lot of structure to those games. Post 1984 when I started playing with someone who was already running for sweeping plot arcs (and then we did some Dragonlance, and we were all theater kids into our character psychology), having henchmen as back up characters, or anything that smacked of decentralized power, just wasn't comme il faut. 

Since Under the Giants Shadow is specifically leaning into the Exploration and Shenanigans pillars of D&D and not as deeply on the Role Playing and Combat pillars I wanted explore how they would work in play. Making it the human special power would help, I thought. Hopefully after this the players will start to see their value. Unfortunately the three human PCs have Charisma scores of 7, 8, and 10, limiting how many Henchmen they can have in play and how loyal they are. 

The UtGS rules are built for x in 6 chance, so monster armor classes are None (8), Leather (11), Chain (14), Plate (17) or Adamant (20), which are 4-in-6, 3-in-6, 2-in-6, 1-in-6, and 0 in 6 chances. So Henchmen attacks can be handled with a single die roll - d4 if they are not a combat oriented Henchman, d6 of they are - and the damage of their attack equals the die roll. Does this mean every time they do hit someone in plate armor they do 6 damage? Yes, but its also super simple so there you go. 

Finally, Magic-Users can skip the rules for finding and hiring normal henchmen all together and summon and bind creatures to work for them. This process that takes as much time and resources as trying to get conventional henchmen, but their summoned creatures can be incredibly dangerous for everyone. These creatures roll d8 or even d10 in combat, letting them tear through even Adamant armor for potentially massive damage, but they also have an (unknown to the Magic User) maximum number of times they can roll higher than a 6 before the binding snaps and the summoned creature turns on you and your allies.

The Magic-User player thought long and hard about this, but ultimately she opted against it for now. Instead they traded a magic item with inconvenient-for-them side effect to a horseclan leader who wouldn't be bothered by it to get a trio of his men to assist in cleaning out part of the dungeon. Each of the human PCs had a fighter type henchmen with them, and it made the "4 PCs vs 1 Acolyte + 12 Berserkers" fight something they could (and did) win. The 3 human PC players got into having the bonus d6 attack rolls from the Henchmen, and being able to reroll the miss from their one Henchman each should they occur. Never mind the Henchmen soaking up attacks from the berserkers - a huge advantage. 

Is this something they're likely to do again? Time will tell, but as a test this worked great. 

3 comments:

  1. Interesting! I assume the players are running the henchmen?

    I feel like the drawback to wizard summons could be the wizard roleplaying with and trying to have positive interactions with the summoned creature(s), so that when they break out of the bindings they -might- not turn on the party. Subject to the GM being interested in that kind of play (including giving summoned creatures personalities) of course.

    ReplyDelete
  2. You’re ascribing too much too it - the players roll for the henchmen in combat and chose their targets but we haven’t done much by way of personality. As GM I provide what characterization we have, and the rules of the game make it a distinct break from the inherent structure of summoning tougher than human monsters to have them break free and decide to freely join the party. If you want to summon a demon or troll you can expect them to eventually try to drag you to hell or rend you limb from limb.

    ReplyDelete