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#1 |
Join Date: May 2008
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The 62 point hireling was voted MVP in a game last night (saved the half-ogre swashbuckler from a bear grapple *and* managed to revive him from unconsciousness in time to kill a watcher at the end of time before he started cutting off important bits from the wizard). Should I give such a hireling character point growth? Would it change his going rate?
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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#2 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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So as the group average character points increase the hireling will also become more skilled... but so will all the other hirelings that the players have yet to use. So for every 2 points over 256, a 1/2 CP hireling gains 1 CP, and a 1/4 CP hireling will gain one at 252 and one for every 4 after that. Nothing is stopping you from doing things your own way, but by my reading of rues on Exploits p. 90, this is how things would work.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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If you like! The care and feeding of hirelings goes beyond the scope of the Dungeon Fantasy Roleplaying Game, which tacitly assumes that no greedy delver is going to pay $200 to $400 per week, plus expenses, for longer than absolutely necessary.
Hirelings are built on 1/4 or 1/2 as many points as PCs; scale earned points accordingly. If you award each delver 4 points, a 62-point hireling gets 1 point and a 125-pointer receives 2 points. They might go through the same hell as the adventurers, but they make none of the big decisions and they avoid risk (failed Loyalty roll = no, missed pay = no, etc.). They don't have what it takes to grow into a great hero at breakneck speed. Not for this mission – the rate for which was contracted at hiring time – but certainly on the next one! Weekly rate is ($3.20 × point total), rounded to the nearest $5 to avoid annoying numbers.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#5 |
Join Date: Aug 2004
Location: Cockeysville, MD
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I threw this together for a quick reference. It shows CP and cost for 1/2 and 1/4 Hirelings based on party CP.
https://docs.google.com/spreadsheets...it?usp=sharing
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Also, be aware that a hireling or mercenary who serves for pay isn't the same as an ally or sidekick who serves out of devotion. The latter kinds of NPCs can have any point value, aren't subject to Loyalty rolls (make appearance rolls instead: "Sorry, chief. Death in the family."), and don't demand pay (though they still need to upgrade and replace gear, find a place to stay, etc., so the PCs should ensure these NPCs receive shares of the loot if they want to keep them around). They're more like GM-controlled junior delvers, and they ought to earn points at the same rate as the PCs.
In GURPS, such NPCs would cost somebody points as Allies. In practice, this is hard to assess when devotion is to the whole party rather than to a single PC. There's nothing wrong with just having somebody like this accompany the party as a de facto full group member controlled by the GM, but such dedication ought to be earned by saving the follower's life, accepting a mission to save that person's entire village, or completing a quest that has someone's faithful service as a reward (possibly in lieu of cash or goods).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Agreed. I like long-term GM-controlled party members to be – how shall I put it? – less spectacular than the PCs. They aren't incompetent and they aren't necessarily worth fewer points, but they don't have abilities the PCs cannot have, they're never worth more points than the most junior PC, and I don't optimize them for effectiveness. I might not even give them the special abilities of their profession, sticking instead to traits that are more-or-less universal.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Here's an example of a possible companion (even hireling, though he'd be expensive) who's absolutely capable enough to be a PC but who wouldn't, if tacked on as an NPC, upstage the "real heroes." He isn't great at anything and is happy to serve . . . in a film, he'd be played by a retired MMA fighter-turned-bit actor who's name you can't recall, and killed off before the final act. Yet he's a meat shield who's useful in a multitude of roles and happy to do stuff a lot of players find boring – hardly a liability. (The party cleric will also appreciate how, with 20 HP, he gets a lot of value out of healing; see High HP and Healing, Exploits, p. 62.)
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#10 |
Join Date: Aug 2004
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He's cool, but for a guy who takes versatility seriously, maybe drop a level of Flail and put one point each in Broadsword, Crossbow, Shortsword, and Spear? Alejandro strikes me as the kind of gentleman who prides himself on not letting his crew down, even when all he has to work with is some dead bugbear's whacker-chopper.
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https://diceandlives.wordpress.com |
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