Group Coordination
Group Coordination
OK, so here's a place to discuss plans, either starting out or as we move along. I've started it with a poll
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
- The-Dungeon-Shaker
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Re: Group Coordination
Thanks...
My vote:
Limit one per player to start, group approval for future hires.
My vote:
Limit one per player to start, group approval for future hires.
Re: Group Coordination
I prefer a system with "group henchmen" and "personal henchmen," where the former are paid for and supported by the group and the latter are paid for and supported (in GP and XP) by the individual PC. In this system, the number of personal henchmen would be limited only by charisma and the player's willingness to split the character's GP and XP with henchmen. Group henchmen would be limited only by the group's ability to agree on hiring them (though I imagine each group henchman would have to be assigned to a character for max henchmen purposes).
Of the options listed, I think that one henchman per person with unanimous group approval of any more is the best compromise.
Of the options listed, I think that one henchman per person with unanimous group approval of any more is the best compromise.
Re: Group Coordination
Zhym wrote:I prefer a system with "group henchmen" and "personal henchmen," where the former are paid for and supported by the group and the latter are paid for and supported (in GP and XP) by the individual PC. In this system, the number of personal henchmen would be limited only by charisma and the player's willingness to split the character's GP and XP with henchmen. Group henchmen would be limited only by the group's ability to agree on hiring them (though I imagine each group henchman would have to be assigned to a character for max henchmen purposes).
Of the options listed, I think that one henchman per person with unanimous group approval of any more is the best compromise.
I...
Actually I ccould live with that system!
My thieves get paid out of my pocket 100% in all regard and the AP is the "free" Henchmen I get.
Considering someone voted "No Henchmen" I dont ever see us having any "Group Henchmen" ever but who knows...
Re: Group Coordination
Here's how well handle it... The group wants to limit the number of hangers on, so the "party" consists of PCs and up to one henchman. XP for whoever travels with the group on adventures will be split according to the base rules. When you want to split treasure, you can figure out whether you give them a share from group coffers. If they don't prove an asset to the party, snub them and their boss, and let him/her pay out of pocket/personal shares. Feeling like they are in a band that doesn't want them will impact Morale, and they may be more likely to leave.
There's nothing preventing someone from having other henchmen, but they are apparently not welcome on the expedition, and they won't travel with the party, unless you change your minds. They can hang out in the starting "city" or be sent on their own missions. They won't siphon group resources.
There's nothing preventing someone from having other henchmen, but they are apparently not welcome on the expedition, and they won't travel with the party, unless you change your minds. They can hang out in the starting "city" or be sent on their own missions. They won't siphon group resources.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8