| Lockgo |
So as a thought experiment, I decided to think of a good hireling system in the game mechanics, while keeping in mind Role Playing reason as why I charter would work for so much in perspective.
So yeah, does anyone have an actual idea on hoe hirelings should work? I'm still going with 3 silver per hd per day, maybe some price increase as they get to higher HDs since I would find it kind of weird that a level 20 warrior would work for 2 gold a day, but then again, I don't think hirable NPCs classes are not suppose to go over level 6 in the first place. Followers Viva leadership feat". Unless they where suppose to be for fighting adventures.
So keeping in the mind set that hiring Joe Shmo would mean something like 50 gold "random number" would would probably be a small fortune for him. While also keeping in mind a level 20 warrior, although kind of neat, would be extremely weak for a party of level 20 heroes. Considering that something like an Animal Companions or an Eidolons get actual abilities, on top of HD base attack ect.
To also keep in mind that you would probably have to equipped him as well. So it is not like you have the money to make sure, and if they die? Well, you got that armor on sale right?
Also consider a level 3 character has about 3,000 gold while a level 20 character has 880,000 gold worth of stuff. Getting drained of gold at low levels, even something like gold a day is going to start costing you. In one month a level 3 character has to pay 30 gold + food + equipment. Maybe he can cut some of the cost by crafting it his/herself but then again, couldn't the player character just start an weapons and armor shop as well? "Trying to keep perspective."
In the campaign we are playing, we are pretty low level, so I doubt we will get any where near 20, but as a thought experiment I decided this.
First, equipment wealth isn't necessarily the the same as a characters "life savings", equipment wealth could easily mean that you spent all your hard earn gold, or you have several debts and this armor is on loan, or its the guard uniform and all armor belongs to the king/state/company/noble/ect...
So I was thinking this, since 3 silver is the base price for a warrior, we can assume that 3 silver a day is for a level 1 HD warrior/Expert/Adept, you can easilly assume that at.
Option 1, you can't hire any one over level 6 without them essentially becoming a "partner" or something more then a hireling.
At which case 3 silver * HD would seem fair, especially if you give them NPC stats, and if you tell them that you are going to kill that ancient red dragon, they might refuse depending on your reputation, or if you went and hired 100 other guys.
At 1.8 gold a day, the NPC in question could live very comfortably and could easily buy a household in two months of work. "A slave household but a house none the less".
Option 2, increase the wage by an +1 silver and carry over.
Level 1 3 silver/day
Level 2 7 silver/day
Level 3 12 silver/day
Level 4 18 silver/day
Level 5 25 silver/day
Level 6 33 silver/day
Level 7 ect....
Level 20 263 silver/day = 26.3 gold
If such a warrior existed, that somehow managed to gain 20 levels, and never became a real fighter class, I will assume he was quit content with being a guard for his 8-5 shift, and never bothered with adventuring. Considering that houses and horses cost in well under 4 digits, this NPC could easily buy a new house ever few days.
If the NPC actually has better then average stats, then the price should increase to reflect that. Maybe a NPC with heroic stats would cost 1.5 cost, and another .x for everyone additional modifier bonus above normal, not counting ability score increase every fourth level.
Just some thinking on my part.
| VonZrucker |
Personally, as a DM, several things affect my decision on how much this NPC or that NPC will charge the players to come along.
First, HD, of course.
Second, Charisma.
Third, Bluff or Diplomacy skill.
Forth, Is he well equipped?
Hirelings in my games are almost never the NPC classes, unless they hire a sage or something similar to do research.
Warriors are the cheapest.
Rogue next.
Then priests.
Bards and wizards can tie, if the bard has a good Charisma, but usually arcane casters are the most expensive, but sometimes a healer who worships a god of healing or a god of commerce/mercantile can be more expensive.
As far as price, these guys are usually charging gold pieces per day in the lower double digits. That's at/around 5th level.
But, this is just my game.
| Liam Warner |
I actually have a whole system worked out based on abilitues, class, social class, level and situation. However its at home and I don't want to type it out from memory on my mobile so I'll post it in about 8 hours when I get home.
Well I can't apparently edit this but here we go.
Hireling base price
Level in SP per day.
Class Modifiers
Adept
*1.5
Aristocrat
Unhireable, they may join or do a favour for their own reasons but they don't hire out.
Commoner
*.5
Warrior
*1
PC Class
*2
PC Spellcasting Class
*2.5
Situational Modifiers
Reason to help e.g. duty
*.8
Desperate
*.5
Glut
*.5
Scarce
*1.5
So to give you some examples.
Local Forester hired to act as a guide to the party so they can wipe out a goblin infestation.
3 (level) * 1 (warrior) * .8 (its his job and it makes him safer in doiing it) = 2.4 or 2 silver and 4 copper a day.
Hiring a caravan guard in the off season when they're all trying to find a job.
3 (level) * 1 (warrior) * .5 * (there's a glut in the market) = 1.5 or 1 silver and 5 copper a day.
Hiring a hedge wizard to identify an item the party of non casters found in the outskirts of the kingdom.
5 (level) * 2.5 (PC spell casting class) * 1.5 (he's the only one around for weeks of travel) = 18.75 or 1 gold, 8 silver and 7 copper a day.
| Liam Warner |
Forgot to include
Special Modifiers
Food, board and travel taken care of .6
Long term hire, greather than 30 day's .8
These stack for a multiplier of .4 if hired for a long period of time wtih food and board provided.
Group hire .9
Group hire refers to an organisation e.g. piotr's wolves a mercenary troup all being hired to guard a border fort for 3 months not just hiring a group of people e.g. 10 members of piotr's wolves to act as body guards while a nobleman's in town.
Multiplication order is Hireling base price * Class Modifiers * Situational Modifiers * Special Modifiers
Additionally long term loyal service confirms benefits. Serving for 1 year will gain you a bonus e.g. being allowed to keep a sword if you were a guard, serving for an additional 4 years (a total of 5) allows you to keep several things e.g. your weapons and armour, service for 10 years makes you eligeable for a retirement bonus. Typically the price of a small farm (not valued by PC economics) is used as the base with increases above or below that based on the role, hirer and other factors. However its never come up in game so I don't worry about the long term retirement bonus on the basis if PC's were ever in that situation they could probably meet it without any noticeable impact on their finances.
Deiros
|
I have my own NPC classes (homemade) and usually just factor in a bunch of things, but it is quite simple.
Level 1 warrior (light armor and green horn) 3sp, trained 6sp, veteran 1gp
I also have my NPC classes of only 10 levels, let's face it you will never create a level 20 warrior NPC to challenge a party it would be a regular Fighter, seriously most NPC classes just fade from the world after level 10.
I based my NPC classes on the Ultimate classes and modified them and upgraded them properly.
My NPC classes:
Acolyte: Divine casters have "Orders" which basically specializes them (Chaplain, Exorcist, Friar, Healer and Zealot).
Adept: Arcane casters they have Arcana which gives them some nifty abilities and an arcane school (works almost like a regular arcane school)
Aristocrat:Somewhat of a bard and a social skill monkey with some combat abilities.
Commoner: Fun abilities like Crowd Mentality and other abilities that make them the laborers that they should be.
Expert: Are what I envision them to be, the guys that should be making weapons, butcher, leather working, gem cutting etc...
Mercenary: Yes the good people that sell their swords for hire, mind you this guys are not trained soldiers, but they have their abilities that make them unique, like Dead Men are Poor Men.
Scoundrel: This is the npc class for thieves and thugs that have some Tricks like Trapfinding.
Tribesman: The barbarian warrior or tribal warrior that is an expert fighting in his terrain and deal nice damage.
Warrior: The soldier, guard, personal bodyguard, etc... They have interesting abilities like Flesh Wound (sort of very limited Damage reduction).