I'm still trying to work out a reasonable rate-of-pay for retainers. The rulebook is very clear that having hirelings is a handy thing, but doesn't provide any suggestions on pricing. I've been bouncing around with this a lot, and for the May 7 session I'm going to implement the following changes:
- Normal Men do not go on adventures unless by accident or necessity. This is why they are "Normal Men."
- Human adventurers can be hired F/T at 10% of their "level up" goal in gold.
- An Acolyte costs 150 gold
- A Veteran costs 200 gold
- A Medium costs 250 gold
- An Apprentice costs 120 gold
- Demi-Humans are available only as the story permits, and their rates may vary.
- Retainers are presumed to have average stats and Hit Points; they only get "colored in" when a PC dies and the player needs to "drive" that retainer around.
- Retainers may be used as "guinea pigs" to identify magic items, but if so they expect to keep that item.
- Retainers check morale under the following situations:
- When ordered to perform a dangerous task when the party is in less danger
- When wounded down to 25% of their remaining Hit Points
- At the end of an adventure, to determine if they continue in service (may be adjusted by giving a cash bonus or treasure)
The price is, quite literally, a retainer fee. You pay the fee once, and the character is at your command for as many adventures as he or she survives and passes the morale check at the end of an adventure. The hireling receives one half-share of any experience points from killing monsters, but no shares of treasure under the standard agreement.
Prior Rulings
In our first adventure, you guys were so strapped for cash that you hired a bunch of "Normal Men" for $5 a head, for the single mission.
In the second adventure, Normal Men were still $5 each, but the heroic classes were 1% o their "level up" value (15, 20, 25, and 12 gp) for a single adventure and 10% for on-going duty.
Reasons for the New Rule
Retainers are the most valuable investment in the game, short of a stronghold or creating magic items. I want the price to reflect that. It shouldn't seriously cramp the style of Sir Froderic & His Amazing Friends, because you guys are sitting on some mad loot from last time, but I don't want these guys to be resources you take lightly, either.
First, my reading of the "Normal Human" monster description in Moldvay and Mentzer suggests that these guys really aren't meant to be adventuring. They might be cooks, messengers, butlers, or treasure-haulers, but the minute you suggest they follow you into the darkness to find a dragon's hoard, they're going to chicken out. (This doesn't quitesquare with how retainers are represented in Moldvay, where hiring 0th level characters is possible, but I can't make everyone happy.)
Second, the fee suggested in OD&D is $100 for 1st level characters. This isn't quite the same as $250 for a Medium, but it's much closer to the right ballpark than, say, $25.
Third, the 1% per mission, 10% on-going split didn't really make a whole lot of sense. Sure, over the course of 10 adventures there's going to be a difference, but (a) they may not survive that long, and (b) okay, so your 3rd level Priest saved $20 out of the $4500 in his possession - big deal! I'd just as soon work it as a lump payment of noticeable, but not crippling, cost.
Fourth, there's a simulationist element here. A bunch of low-level losers like Sir Froderic & His Amazing Friends don't usually hire a whole flock of mercenaries to do the little things: that's what mid-level adventurers do. You little guys have to do a bunch of things yourselves, nervously looking over your shoulders.
Fifth, there's a long-term strategy question here. If you've got a retainer whom you've nourished up through several levels, you're going to want to keep them around rather than starting fresh. On the other hand, if the retainer fails his or her morale check at the end of the adventure, he or she isn't coming back - so you've got to win them over with some bonus pay. But treasure is the main source of player-character XP — you don't wanna go sharing, say, 5% of your share of the treasure with each of your 4-5 dippy henchmen, because that (a) costs you money, and (b) limits your personal power … but on the other hand, your retainers not only stick with you, but they gain XP faster. This might be handy if your PC dies and now you've got a more powerful retainer to "drive."
So - I'm not committed to this in the long-term, but I think there are good reasons for a change in this general direction. We'll try it on May 7 and see what happens.