A recurring idea in classic D&D that seems to be often overlooked by players is the option of hiring retainers and the like. When one looks at things like older modules, it's obvious that it was expected for the group to bolster their ranks a bit. It's a shame that too often today's players ignore the option. Whether it's a fear of book-keeping, or desire to keep the most treasure and XP for themselves, it often shortchanges the party's odds of survival and let them really get the most out of an expedition. I won't say I've never seen a group use hirelings of some sort or another, but it's far from the norm.
As I am in the process of trying to start a new BX campaign (or at least run a few adventures), I've been thinking about ways to make features like this easier to introduce and handle at the table.
Retainers:
Retainers are first brought up in Basic (B21), so we'll start here. The idea behind a retainer is that they are an NPC (with a character class) of equal or lower level than the hiring PC. They ostensibly work for an individual PC, or at least that's who hires them. This is where those Charisma modifiers start coming into play. Most people think of sellswords/meatshields as your typical retainer, which is perfectly fair. But think of a spare magic user. Especially if people are low enough level that even one more spell is a significant boost. In a game where starting spells are determined randomly, imagine the demand for that apprentice who lucked out with Sleep. Of course, if one uses house rules like I recently described, unseemly types might see to it that such retainers have a lot of "accidents" and acquire new spells from their grimoires. But that's the sort of thing that would get the party a bad reputation re: hireling survival rates and the well may soon run dry.
Another possibility with retainers in the party is the idea of instant replacement PCs. If the "main" PC is killed, the player can take over a retainer and still finish the adventure. Once "back in town," they can decide whether to keep playing the retainer or make a new PC. Of course the retainer will have earned some XP already, as opposed to totally new character.
To make this easier for the players, I plan on A) having a ready stack of NPC characters pregenerated. There is a great
BX character generator online one can use. B) I have incorporated locales in the "starter town" with reputations for being good places to find such people for hire. My hope is that once the players have been gently led to the well, they can find their way back as play progresses.
Mercenaries:
Mercenaries come up in the Expert rules (X22) with the focus being mainly on larger, more military roles. ie "Mercenaries are usually hired to guard a stronghold or castle."
While I see no reason that such "troops" couldn't be hired in small numbers for dungeon crawling, their inclusion in the rules seems to be more about the "endgame" where name level characters are manning keeps and fighting battles.
Side Note: 0 level noncombatants (torchbearers, porters, etc.) aren't really discussed in BX, but Barrowmaze's
MEATSHIELDS is a nice NPC generator for their basic stats, etc. (LL-based, but quite compatible)
Specialists:
Honestly. What other image did you expect here?
Specialists, as per the Expert rules (X21) are generally hired for tasks, rather than to go on an adventure. Alchemists, Sages, Engineers, and Spies will often have missions or assignments that they complete for a fee.
The thing I like most about specialists is the idea that there are non-adventurers in the world with sought after skills. It somehow fleshes the world out a little more to know that there are people who can command high fees for their services but may have never fought an orc or robbed a tomb. It sort of defines the adventurers as part of a larger setting. Even specialists like sailors (Seamen) and armorers have distinct skills that sets them apart from a common laborer as well as the sword-wielding warrior.
Specialists also fulfill a purpose for the game in giving the party (and the DM) ways to advance the character's knowledge when they can't answer a question or complete a task on their own. Getting a sage to look over an ancient map or an alchemist to analyze a poison might help further the plot if the players are drawing a blank. It's also a means by which to drain some funds from the party coffers!
In my starter town, I've placed a few specialists including an alchemist and a sage, I plan to make them known to the party very early on. Even if they have no need (or funds) to hire them, they'll at least know they're about.
All of this is a very roundabout way of saying that these rules are well worth the time to integrate into one's BX game. They can add a lot of depth with not a lot of heavy lifting on the DMs part and continue to demonstrate the reasons I find this system so engaging.