Hiring mercenaries?

Jon_Dahl

First Post
I don't whether to call this as a loophole or not, so you'll be the judge...

Daily wage of 4th-level warrior is 12 sp per day. Usually mercenaries have to be hired for longer term and dangerous missions can double or triple the salary. So we might be looking at 17 gp weekly wages.

In average any small town has at least one 4th-level warrior but you don't have to look for them from small towns. Cities will have them plenty.

2nd-level character should have about 900 gp of wealth. So such character can gather a team of a dozen 4th-level warriors as his mercenaries for 170 gp's per week, assuming that they are going to fight almost daily.

Since hirelings don't earn XP, we can assume that the character will take it all. And if he/she doesn't receive (full) XP things will just get messier, because this is a pathway to riches: Average treasure from 2nd-level encounter is 600 gp and assuming it's just loot that you have to sell, you can earn enough money to upkeep your retinue for a week just slaying one bugbear (and finding its nest). And in the matter of fact slaying a bugbear - or a small group of ogres - is no problem for this kind of retinue.

This is of course just silliness - I know - but tbh official adventures have fallen to it and I think it's quite common. E.g. it gives me headache that in "Shadows over Istivin" one petty noble has a retinue of six 6th-level warriors. Where do NPCs get these fantastic merceneries? I could afford the same at mere 4th-level!

But seriously, here's my opinion:
All 3rd-level warriors are officially considered to be "sergeant"-level characters. All 5th-level characters are "lieutenants". At 3rd-level and beyond NPC Warriors refuse to fight as front-line grunts and demand to command their own bunch of 1st-level warriors. So in order to hire mid-level warriors, would-be employers also need to hire loads of 1st-level warriors, thus creating (severe) logistic-problems.

What do you think about all this?
Damn, some day I'm going to make a 1st-level fighter who dreams to be warlord. And then I'll start to gather my own mercenary-army...
 

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While financially feasible, I suspect the Interview (diplomacy/etc) would incur a hefty modifier as its doubtful many mercs worth hiring would recklessly endanger themselves by following a less experienced leader without a significantly higher fee; barring special circumstances (orders from higher up the chain of command, Nobility, etc)
 

While financially feasible, I suspect the Interview (diplomacy/etc) would incur a hefty modifier as its doubtful many mercs worth hiring would recklessly endanger themselves by following a less experienced leader without a significantly higher fee; barring special circumstances (orders from higher up the chain of command, Nobility, etc)

[MENTION=28278]jefgorbach[/MENTION] did you just read this book? Poor OP...

pigeon+poop.jpg
 



For a look on mercenary companies, including d20 rules for lots of mercenary stuff check out the excellent Mythic Vistas The Black Company by Green Ronin. (And of course also check out the Black Company novels by Glen Cook)

Extrapolating demographics from those parts of the D&D core rules is mostly going to end up in strange stuff. They're guidelines only. Not every 3rd level warrior is a sergeant. Not every sergeant is a 3rd level warrior.

For example in the Black Company there are lots of rank and file soldiers who are definately higher level...
 

Truthfully and honestly, the very first time that you had a fireball on deck, and the DM had a "boss and his mercenary retinue" march around the far alleyway, how many of you didn't scream and giggle like a little girl? They may be effective (especially if kitted out properly with mountain plate, heavy shields and combat expertise) against things like bugbears, giants, mooks and ogres, but one or two competent magic-users (of any real sort) will completely flatten them into metal-tinged salsa.

The downside - beyond the DM stating, "Kaboom! 23 points of fire damage. Roll me a Ref 17 save for half for each of your walking kebabs?" - is that when you and a handful of your former allies crawl back into town, people aren't very likely to clamour to join your band for the next outing.

I'd say it's effective if you know what you're battling - which is almost never - or if you're interested in having them guard something, like a fort or a base or something. Considering how bad most of their saves are going to be, competent spellcasters will know what spells to line up (pile on the Will and Ref saves for the warrior-types), and spells like flaming sphere or even spike growth will mow them down in seconds.
 
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Truthfully and honestly, the very first time that you had a fireball on deck, and the DM had a "boss and his mercenary retinue" march around the far alleyway, how many of you didn't scream and giggle like a little girl? They may be effective (especially if kitted out properly with mountain plate, heavy shields and combat expertise) against things like bugbears, giants, mooks and ogres, but one or two competent magic-users (of any real sort) will completely flatten them into metal-tinged salsa.
Even the first level spell Grease stands a good chance of turning them from a meaningful threat into the Three Stooges.
 

Truthfully and honestly, the very first time that you had a fireball on deck, and the DM had a "boss and his mercenary retinue" march around the far alleyway, how many of you didn't scream and giggle like a little girl? They may be effective (especially if kitted out properly with mountain plate, heavy shields and combat expertise) against things like bugbears, giants, mooks and ogres, but one or two competent magic-users (of any real sort) will completely flatten them into metal-tinged salsa.

The downside - beyond the DM stating, "Kaboom! 23 points of fire damage. Roll me a Ref 17 save for half for each of your walking kebabs?" - is that when you and a handful of your former allies crawl back into town, people aren't very likely to clamour to join your band for the next outing.

I'd say it's effective if you know what you're battling - which is almost never - or if you're interested in having them guard something, like a fort or a base or something. Considering how bad most of their saves are going to be, competent spellcasters will know what spells to line up (pile on the Will and Ref saves for the warrior-types), and spells like flaming sphere or even spike growth will mow them down in seconds.

That's easy. Lead from front and keep a bit of a distance to your "troops". They can come to your aid in 1 or 2 rounds and finish the fight if it's against "suitable" enemy. Otherwise yell "Halt! Stand easy! Eyes front!"
 

Truthfully and honestly, the very first time that you had a fireball on deck, and the DM had a "boss and his mercenary retinue" march around the far alleyway, how many of you didn't scream and giggle like a little girl? They may be effective (especially if kitted out properly with mountain plate, heavy shields and combat expertise) against things like bugbears, giants, mooks and ogres, but one or two competent magic-users (of any real sort) will completely flatten them into metal-tinged salsa.

The downside - beyond the DM stating, "Kaboom! 23 points of fire damage. Roll me a Ref 17 save for half for each of your walking kebabs?" - is that when you and a handful of your former allies crawl back into town, people aren't very likely to clamour to join your band for the next outing.

Only Leadership has penalties to gettin' more. Hirelings aren't followers. So just pay double (hazard pay). You are already paying more than they make in a year in town. With chance as glory and riches.

In 1E and 2E you even gave your hirelings treasure like all the crappy +1 weapons you found that no one wanted and you couldn't sell (the DMG back in day actually said this was supposed to be the useage of the swords).
 

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