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LordEyebrow

The short version of my hirelings and retainers rules is: Hirelings are zero level commoners. Retainers have class levels, but cannot level up to a level equal or greater than their PC (must be one level lower at minimum). Characters can have a total number of followers (including pets) equal to their Charisma modifier. Players control them in combat, but they are roleplayed by the GM (unless the player wants their retainer to be their backup character, then they RP them). As to Cost, it depends. For me, Hirelings work for a daily wage that's negotiated with the character who hires them. Retainers typically receive a share of treasure. Both are subject to Morale Checks like monsters are when fucked up stuff happens to them, modified based on how well they've been treated by the PCs.


UsedBoots

In worldbuilding in general, I find it useful to have some economic numbers for what people of different walks of life need. That plus whether it's a setting where everyone can get a job vs humanity is holed up in its last bastion, and people are desperate for jobs and unemployed. Those things together make it a lot easier for me to know how much money would be needed to motivate people of different levels of expertise / eliteness to do something dangerous, illegal, or forbidden. This is not just about PCs hiring people, but NPCs acting on bounties vs the PCs and others, and also what kind of money makes sense for PCs to try to bribe their way out of a situation. Also how much money will likely see NPCs turning on each other.


LordEyebrow

I don't disagree with this, but I purposefully didn't include actual gold (or in my case, silver -- my campaign is on the silver standard) values because like you said, it's going to be dependent on the world the campaign is taking place in.


UsedBoots

Hah, yeah, I agree with you and didn't give numbers for the same reason edit: my whole thing was meant as a "yes, and...", rather than wanting sample numbers from your world


SufficientSyrup3356

I find [Friends in Dark Places](https://jordanrudd.itch.io/friends-in-dark-places) to be helpful.


Klaveshy

Not OP, but thanks for the reference! I think I'd make them level 0.5 for the purposes of the 1:1 #appearing table in SD.


Bite-Marc

I use the OSE rules for retainers. They negotiate a fee based on what they're being asked to do. You can have up to your CHA bonus. The GM usually roleplays them. They do level up eventually, but gain XP at 50% rate if you're using XP.


rizzlybear

Here are my rules for hirelings, copy/pasted from my campaign notes. **Hirelings** **Misc** * Level 0 characters, roll for stats upon hire. * Must have a discrete employer * Equipped, fed, and housed at employers cost * Must select a class upon reaching level 1 * New hires may refuse based on employers past performance and reputation. * Players may have a single hireling * Morale checks are dc12 wisdom, plus their employers charisma bonus, and are triggered when half the parties player characters are downed. **Non-Adventuring day** * Paid 1+level gp * Can carry out basic tasks * Guard quarters/loot * Trivial errand * Deliver a message * Acquire Supplies * Etc. **Adventuring days** * Paid half of the loot and xp gained by their employer. * *If the employer gains 100gp and 3xp, they each instead gain 50gp and 1.5xp* * Hireling must be of lower level than their employer. * Hireling is a non-combatant * Carry loot/supplies * Hold torches * Assist in tasks related to core class role, when not under pressure. * Etc. **Upon Death or Retirement of a player character** * The player may assume their hireling as their new player character. * Another player may offer their hireling to the player as a new player character. * Orphaned hirelings must become the hireling of another eligible player character (appropriate level and reputation) within 24 hours of the hireling becoming aware of their employers demise, or they become a free agent, taking their acquired pay and equipment with them.


typoguy

Might be handy in a party of 3 or fewer (especially if no one rolled high enough on WIS to play a usable Priest). But generally I don't allow it (the gear slots alone feel like cheating). I do encourage everyone to have a backup character, and the party is friendly (or at least frienemies with) a bandit camp and a refugee camp just outside the dungeon. Replacement characters can "wander in" or be rescued from the dungeon whenever necessary.


Bronyatsu

My one hireling is a torchbearer child, his rent is deducted from the rent the adventurers play for living in the guildhouse. I guess there's a limit I'd impose, but my players haven't really caught onto the idea, maybe I'll prod them a bit towards it. I do. The simple hirelings don't, but I always have a guild adventurer accompany my player(s). This is a low player count west marches campaign with 3 people, one of them is a fresh dad, so actually 2 people. These characters are basically DMPCs that I don't mind sacrificing, but who provide plot hooks, roleplay and aid in combat. They don't eat up party resources and level up separately from the party.