Thursday, February 19, 2026

Hacking 2e: Hirelings, Followers, and Henchmen – Part 2

Last week, I reworked these NPCs into a single category: Followers, with a subcategory of ‘Sworn Followers’. This week, I’ll work on experience and leveling rules, administration mechanics, and a final ruleset.

 

1. Experience

Only Henchmen are given rules for gaining experience in 2e, wherein they earn half the XP that the PC earns. The goal is to keep Followers from out-leveling the PC. Frankly, this seems like extra bookkeeping that we don’t need. In the end, the half-XP math works out so that Henchmen remain just weaker than their patrons until level 9, where they bottom out and climb at a slower rate; if the Henchmen was much weaker than the PC, they meteorically rise to level 9 and again bottom out. The PHB states that Henchmen leave when they out-level their PC, but looking at the math, one wonders when and how that would even happen. Regardless, maybe this can be emulated for Sworn Followers without halving and then counting XP.

First, we need a way to increase from Level 0. There are no existing rules for gaining experience or leveling these NPCs in AD&D, though N4 Treasure Hunt and Greyhawk Adventures does have some overly complicated options. I’d say the easiest option is to just level them automatically to Level 1 once they’ve completed an adventure with their patron or when the patron has invested time into training them in their class.

For increases past first level, my thought is that the limitation on advancement can be accomplished by having Sworn Followers level twice for every level the PC achieves, but with a hard cap on any level at or above the PC’s. The comparison between 2e and this hack’s advancement rates with a level 1 NPC, starting at various PC levels, is charted below.


I like this better. The system can be used without XP calculation, but still gets close results, at least until level 9. I think the increase after that level is reasonable, especially if we’re talking about an NPC that has travelled with you for so long. It also smooths out the sudden jump at lower levels.

This increase would need to be dependent on what the Follower actually does. That Follower should only gain levels if they’ve adventured with the PC the entire time; if they break away and do nothing during the course of a PC’s XP acquisition, then they’ll need to wait until the PC’s next level to advance.

 

1.1 Experience Penalties

This pairs with another concept for Henchmen XP which is rather ambiguous in the 2e books: where the XP comes from. The books simply state that these NPCs earn half the XP of the PC, but it doesn’t explain the source. Is this XP just granted, pulled from the ether as a method to keep Henchmen on par with PCs? Or is it pulled from the patron PC’s own XP allotment? Since we’re not actually calculating XP for the revised Follower, this question changes to: does using Sworn Followers result in reduced XP for the PC or not?

I’m on the fence with this. If the player is running a Follower like they’re an additional character, then it would make sense to enact an XP penalty; after all, the Follower is the one doing some of the hazardous work that the PC might not. It would also create an investment economy for Followers: the player would knowingly give up XP for their main PC in order to level-up their Followers.

On the other hand, doing none of this would mean one less thing to divide. Half is easy, but what if the PC has two Sworn Followers? I’d prefer no one to divide by 1/3. It would additionally help avoid another question: if the Follower is doing just as much as everyone else, shouldn’t everyone’s XP be diminished? That’s a non-starter, as Followers should really be a choice for the player who acquires them, and not impact other players.

So, I’m leaning toward no XP loss.

 

2. A Large Cast, but Only One DM

The final issue with these supporting cast members is that it can all become a bit too much. Much of the discussion that surrounds Hirelings and Henchmen is that they’re often forgotten and/or used as soulless tools by players, requiring the DM to do all the heavy lifting when it comes to actions outside of combat. Since Followers are meant to be shared NPCs, there need to be tools for both players and the DM to run and roleplay Followers with little upkeep.

 

2.1. Standardize Level 0 NPCs

To start, since most Followers will be Level 0, the statistics for that level should be consistent and quickly accessible. Their 2e Saving Throws are easily convertible to the system detailed here. For everything else, let’s flatten it: HP is a d6. Ability Scores are 9 across the board, with the option to reroll stats when and if they reach Level 1. Add weapons and armor based on occupation or background.

 

2.2. Put Followers on the Sheet

These stats need to be slapped onto the character sheet, with spaces for their names and unique equipment. This keeps the NPC in front of the player in the same manner as equipment or spells. “How am I going to get th- oh, hey, Podrick c’mere!” Sworn Followers also need space on the sheet, for the same reasons, and also for quick reference to their stats. As such, we need an easy shorthand entry for this. But that’s a job for another day, and I’m nowhere near the point of making character sheets.

 

2.3. Personality Traits

Followers should have personality traits, to make it simple to determine what these NPCs would do in any given situation. The DMG provides Table 70 to this end, but there’s a lot of fluff and duplication in it (Kind and Kind-hearted, Gloomy and Morose, etc). There’s also some traits that impact disposition (cruel) and some that only impact mannerisms (soft-spoken), but they’re all mixed together. I’d find it more helpful to have these separated, like this:


Disposition

Mannerism

1

Brave

Humble

2

Cowardly

Haughty

3

Kind

Cheerful

4

Cruel

Gloomy

5

Generous

Dim

6

Greedy

Shrewd

7

Trusting

Polite

8

Suspicious

Rude

9

Outspoken

Steady

10

Secretive

Nervous

11

Forgiving

Soft-spoken

12

Vengeful

Loud

13

Rational

Optimistic

14

Irrational

Cynical

15

Selfless

Truthful

16

Selfish

Deceitful

17

Reliable

Diplomatic

18

Unreliable

Crass

19

Careful

Ambitious

20

Foolhardy

Lazy

 

Roll once for each column, and you’ve got the selfish, soft-spoken sellsword, the trusting, gloomy apprentice, and the brave yet nervous torchbearer. That’s enough for an idea of what the NPC might do in any given situation while providing a bit of memorable characterization.

Actually, this can just be used for all NPCs, so I’ll cram it in that section and refer back to it when discussing Followers. Maybe I can add physical characteristics similar to Cairn’s Character Traits table when iterating on this another time.

 

2.4. Taking Ownership

In 2e, the players decide what the Henchmen do, and the DM has the veto. This is functional for NPC actions, but it doesn’t tell us how they’re supposed to be roleplayed. Part of what makes an NPC come alive is how the DM portrays them: their mannerisms, the voice they're given, and other minutia of this type. If the player is running the a Henchman’s roleplay, and that player’s PC is the Henchman’s primary connection to the world, then that voice gets lost when the two interact. I don’t know many players that feel comfortable roleplaying a conversation between themselves. They’d end up sounding like Gollum.

For this reason, perhaps the PC’s Followers shouldn’t be roleplayed by that PC’s player. However, it also shouldn’t be all on the DM; they’ve got enough to deal with. That leaves the other players.

There’s this great bit from Quintin Smith’s review of Mythic Bastionland, wherein he describes how each player ran the squire of another player’s knight. (Also, if you haven’t checked out Quinn’s Quest yet, do so. It’s really good.) I’m enamored by this idea, though it definitely feels like something that goes into the ‘optional rules’ pile. I don’t know. This isn’t one that will necessarily stick around, but it’s a cool thought.

 

3. Putting It Together

Let’s try smashing all this into a coherent set of rules.

  

Followers

Followers are NPCs who are attached to a PC, such as torchbearers, porters, lackeys, retainers, soldiers, and specialists. They may be hired, found, or drawn to the PC.

Followers take orders only from a single patron PC. That player keeps track of them, declares their actions, and roleplays them in social situations. The DM may overrule any actions or behavior that does not match the personality of the Follower. Follower personalities are determined by rolling on – or choosing from – the NPC Trait table.

Optional Rule

A different player may manage the Follower. With this option, Followers become independent; roleplay between the Follower and their patron is easier. This rule adds additional workload for players who did not acquire Followers.

A Follower’s expenses must be paid for by the PC whom they follow. Pay is negotiated at the time of recruitment, which may be wages or a share of treasure, as well as equipment, room and board, and travel expenses. There is no limit to the number of Followers that a PC may hire, provided they have the funds to pay them.

Most Followers are Level 0. Rarely, a Follower may have levels in a Class. Followers do not gain new levels while in service to their patron.

 

Follower Morale

When facing danger or morale struggle, Followers must pass a Morale Check to determine if they flee or falter.

Followers start with a Morale Score of 10, modified by their patron PC’s Charisma bonus. Followers gain a +1 bonus to their Morale Score for each of the following:

  • Same alignment as patron
  • First instance of bonus pay
  • Consistently treated well
  • More than one year of service
  • Patron saves them from certain death

Regardless of their Morale Score, Followers will not long remain with patrons who mistreat them, cheat them out of pay, or endanger them reckelessly.

 

Sworn Followers

Sworn Followers are Followers who develop a special bond with their patron PC, such as swearing an oath, declaring a life-debt, or taking an apprenticeship. They take the roles of henchmen, majordomos, squires, apprentices, companions, or friends. At the DM’s discretion, a Follower may begin play as a Sworn Follower.

Sworn Followers use the same rules as standard Followers, with three differences:

1. They can gain levels in the Fighter Class, or in their patron PC’s Class if provided instruction. Level 0 Sworn Followers become Level 1 when they complete an adventure with their patron. After this, Sworn Followers gain two levels each time their patron PC gains one, unless the increase would make them equal to or greater than the PC’s level, and only if they have been actively adventuring with the PC.

2. They may be willing to take forms of payment other than wages or shares, including active training, help obtaining a rare magical item, or assistance in the completion of a personal objective.

3. Sworn Followers are more apt to risk danger and death than a normal Follower, and they are more likely to take active measures to protect or assist their patron. They work to support their patron in any disputes or conflicts, and are unlikely to betray them, unless they’ve been mistreated. They have a starting Morale Score of 12. If a standard Follower becomes Sworn, they receive a +2 increase.

The number of Sworn Followers available to a PC at any one time is limited by their Maximum Sworn Followers, as determined by Charisma.

 

Well, that’s longer than I’d prefer, but I think it does the job. It’s shorter than 2e’s ruleset in any case, and can likely be fit onto a two page spread with some short NPC rules to cover Level 0 NPCs and the NPC Trait table. Probably. With a significant amount of pruning.

Next time, let’s work on something simple, like Surprise.

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