Skip to main content

Loyalty

LS mentions two bothersome things about hirelings:
1) "I hate seeing them treated as props. As things that can be safely ignored until a player wants them to make an attack, or use an ability."
2) "I also hate determining a hireling’s loyalty when they are first hired, and having that number remain static throughout their tenure with the party. A person’s loyalty to their employer should be a function of their working experiences, not an innate attribute of their character. Loyalty should be a thing that goes up and down constantly, depending on how valued the retainer feels, and how much of a future they see for themselves in this work."

Here's how I'd prefer to set up dynamic (between session) loyalty:  Use a 2d6 roll:

2d6: Result
2-2 loyalty
3-5-1 loyalty
9-11+1 loyalty
12+2 loyalty
  • If the roll is 3 or more below current loyalty, subtract an additional -1 loyalty.
  • If the roll is 3 or more above current loyalty, add an additional +1 loyalty.
  • Modify by PC's charisma modifier
  • Additionally modify by the following:
    • PC pays very well:  
Reasoning:
  • The +/-3 on current loyalty is because it shouldn't be easy to change the status quo.
    The reason for the additional modifiers is that even if things go well

Comments

Popular posts from this blog

Spell Research: A Hexflower

 As part of an RPG Discord group's writing prompt, I wrote a hexflower for spell research.  It's a draft, but if there's any interest, I'll turn it into something a little more formal and post it on Itch.io or DrivethruRPG. Here's the link to the Google Doc, for now: https://docs.google.com/document/d/1m-EiGPc3etQd7-xIu7qCll10Fd9pJx-6juqWyyLLGOM/edit?usp=sharing Here's the raw images, as a teaser: Spell Research Hexflower OSR Spell Research Navigation Hex d20 Spell Research Navigation Hex

d100 Ways to End a Curse

Goal : Make curses more interesting, especially if one of these death curses applies. Rational : Casters of curses now have to decide between making the curse harder to remove with remove curse and making it harder to remove by allowing fewer end conditions for the curse, which I feel gives an interesting choice. The caster casting remove curse has an interesting choice in determining whether to try to force the removal of the curse, or try to fulfill one of the curse removal conditions. Why use this list? Because remove curse on it's own is boring. My untested take on this: Someone casting a curse has an ending condition applied at random. They can choose to have more than one ending condition. When any ending condition of a curse is satisfied, the curse is lifted. More conditions makes it harder to remove the curse with a remove curse spell. Curses that have at least one of these end conditions should not be automatically cured by simply casting remove curse . Instead, h

Empedocles' Feast Framework

Link to Google Doc version to this draft: https://docs.google.com/document/d/1dNOAFp1uXey31at2_Br0OKOQd3UmUA3jdXEEA6GM5z8/edit?usp=sharing This was prompted as part of the March 2024 Blog Carnival, with a topic of " Feasts, Foods, & Fancy Drink, oh my! " Edit: Here's the month end round up of this prompt . Tables to generate feasts in my Tressagros setting, which is vaguely reminiscent of the Mediterranean coast in the late Roman Empire.  Gods honored are noted in parentheses. The tables are broken into four sections:  who and what the feast is for, what happens, intentionally or not, what’s served (meager hosts might not have all courses, wealthier hosts provide more options), and what does one’s behavior earn them. The Event Who Throws the Feast?  1d6L (1d6L: roll two dice, usee the lower) A freehold farmer who has benefited from the PC’s actions. A merchant the PCs frequently supply or purchase from. A local priest or lay religious officer A local mayor or council