01-01-2023, 06:25 PM | #21 |
Join Date: Jan 2008
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Re: Friends, Hirelings, and Side-Kicks
Fair enough. In that case consider Hide, Hush, and/or Blur as possible replacements.
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01-02-2023, 07:43 AM | #22 |
Join Date: Jul 2021
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Re: Friends, Hirelings, and Side-Kicks
Noted! I will consider all of them. Just FYI, other spells not allowed are Flight or anything similar, Gate Magic (also something only available to Archmages and through artifacts) although there will be lots of gates still around, it's just the magic and spells behind them has been lost.
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01-06-2023, 05:25 AM | #23 |
Join Date: May 2011
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Re: Friends, Hirelings, and Side-Kicks
I usually let my players run NPC sidekick characters in combat, but I play them as NPCs out of combat. You say it is not compatible with your style, which is fair, but it can let players explore different fighting characters with less “all or nothing” to each action.
If I were playing, I’d want to know that a Swashbuckler sidekick is attacking and soaking the opponent’s defenses. I don’t want to hand wave it away; that’s why I brought him! A swashbuckler doesn’t outshine me as barbarian because he is an expert at lots of little hits; he is great at stabbing at the kobolds who might swarm and overwhelm me. I, big barbarian, focus on big strong hits that do like three times the damage. He can screen the minions,I chop off the big-bad guy’s head. If you want to make it clear that the sidekicks aren’t the heroes, shave some points off of them. Drop an Attribute here, a skill there, and they will seem like the promising interns they are in no time. |
01-06-2023, 05:31 AM | #24 |
Join Date: May 2011
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Re: Friends, Hirelings, and Side-Kicks
Casters are a great idea; they will have something specific to offer, and you can build them to be able to do their job once you know what spells they need to bring to the battle.
To make them junior varsity, drop Magery or Power Investiture to 1 or 2. Make sure they have enough FP to actually cast the spells they will use. Running out of gas without doing your job is going from supporting character to liability. |
01-07-2023, 12:30 AM | #25 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Friends, Hirelings, and Side-Kicks
If you're worried about casters outdoing the PC's, you don't need to even shaving points off of them. Non combat skills are helpful to them, and likely don't overlap much. For spells, stay away from combat spells and focus on utility and buffs FOR THE PCs. Haste, Might, Grace, Blur, etc.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
01-07-2023, 10:10 AM | #26 | |||
Join Date: Jul 2021
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Re: Friends, Hirelings, and Side-Kicks
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01-10-2023, 10:00 PM | #27 | ||
Join Date: Jun 2022
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Re: Friends, Hirelings, and Side-Kicks
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And then I make social skills broadly necessary. Quote:
Oh, you mean "how would you convince them"? You ask, or bark orders, whatever works. What Dammann is aiming at is making sure teh Ally/Henchmen/Hirelings feel like they are worth their resources and optionally ensure they don't outshine a PC by letting the Players control them. Secondary advantage is that if the hireling fails to do their task, no blame can fall on a GM for it, even if it ends in TPK. |
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01-11-2023, 10:02 AM | #28 | |||
Join Date: Jul 2021
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Re: Friends, Hirelings, and Side-Kicks
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If players have control of NPCs/hirelings, why would they EVER increase Leadership. I want the players to find Leadership to be a useful skill. If they directly have control of hirelings/sidekicks, the usefulness of Leadership is dramatically reduced. |
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01-11-2023, 12:05 PM | #29 | |
Join Date: Jan 2008
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Re: Friends, Hirelings, and Side-Kicks
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Step 1: the player declares an intention for NPCs. I glare at the peshkali and shout, 'charge!' at my fifteen spearmen.This is the normal approach to hireling usage IME, dating back to the 1980's (SSI's Gold Box games like Pool of Radiance). Last edited by sjmdw45; 01-11-2023 at 12:54 PM. |
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01-11-2023, 02:39 PM | #30 | |
Join Date: Jul 2021
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Re: Friends, Hirelings, and Side-Kicks
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As for players controlling the hirelings/side-kicks. My only concession on this and this IS a change from my initial stance: On a critical success roll, the player gets to take control of the PC to carry out the commands. The NPC and PC are so in sync of this that then work in unison. In the above example the PC glares at the peshkali and commands the 15 spearmen, "charge!" Not a lot of direction there, so ... Knight in command has Leadership 12 (as per Sir Gryffyn (p12 Delvers to Go). He rolls a 9 (which is what I just rolled). Success! So the spearmen all charge the peshkali. None of them have cowardice so they just do what they've been commanded to do an charge forward spears out attacking. The closest ones go straight in. Ones farther away will charge and strike from the second row. Others who can't get an attack in will fan out to the sides. The knight will work his way around to the side or back to make a clean strike if possible. NOW: Most players I've gamed with would move the spearmen as tactically as possible. The ones closest would attack from front, maybe some from the second rank. The rest would fan out not just to sides but also to the back. Some neatly swinging around to the rear, well out of sword reach and get to the back, even though ordered. Maybe if the spearmen have worked together before and are in an actual unit and aren't green ... As GM, I want to handle the backstory, motivations, etc. The players control their PC, in this case the Knight. GM controls all the NPCs, unless they roll a Crit Success, in which case I'll let them go to town and gleefully set up the perfect peskali kabob spearmen attack. Hopefully, the Knight PC learns from the non-crit roll and give some more details. Maybe learning a few of the NPCs names,tactics, etc. Teams of five boys. Left group flank to left, Middle group charge in from front, right group, flank right. Charge! Hold those lines, don't let the creature get behind you! |
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