Tuesday, April 23, 2013

What we'll need

Before we start ACKS, whenever that will be, we'll need a few things:

Setting Booklet:  the most important thing is getting the region all staked-out ACKS style.

Henchmen Deck:  Once we know the size of Portchester and Orchester, we'll need a deck of henchmen.   I've started converting the old deck, mainly as a learning exercise, but getting it fully operational won't be a problems.  It's interesting that I'll have to have separate decks by level, since the numbers appearing in the book are differentiated by level.

I do find it interesting that level 0 henchmen are treated differently than level 0 specialists and mercenaries.   With the variety of proficiencies, there really will be a wide variety of level 0 guys in play.  I do admit the way the game deals with henchmen is just about perfect (at least at the read, but not yet play level).    Everyone can have 4 plus charisma mod henchmen at a time.   However, each one, even a level 0 henchman, gets 15% of the bossman's share of treasure (plus their monthly fee).  They're useful, but it's a real balancing act about whether to bring them along.   An 18 charisma guy with 7 henchmen would have to pay them all his treasure if he brought them all.  But, henchmen (and followers) are the only NPC's you can bring along in dungeon or similar adventure.  So, you simply can't bring a band of mercenaries into a dungeon, or along on a dragon hunt, unless they're made into henchmen.

Gear Book?:   It might be nice to make up one of my traditional gear books.  It's convenient to have all that stuff in one place, plus then I could add some extra pieces hear and there.  On the other hand, it is all in the books somewhere.  Are the gear books a noticeable plus?

5 comments:

  1. I know you're still working out the setting stuff particulars, but the thought came to me that we might make use of not only our last set of characters (Bosco Tripod, Badaxe Jack, and Kumon) for stronghold rulers, but we could also get some of the older characters (my old cleric Gaius Antonious, Andrew's wizard Septimus, and even Marlon's Taglac) to fill our the law/chaos territories with a few known names.

    ReplyDelete
  2. So, what I'm reading is "No small armies of dudes anymore."?
    Just us and the few flunkies we hope we'll need and can afford? I guess it'll make battles a little faster.

    ReplyDelete
  3. As far as gear books. I think they're great. Its nice to have it all right there and not have to dig through a book.

    ReplyDelete
  4. You could have "small armies of dudes" but only in certain circumstances. Each character can have 4 (+charisma bonus) henchmen at a time. Only these henchmen will go into a dungeon. You could have mercenaries to guard your house, or your travelling camp (as long as you aren't going somewhere too unnatural).

    Apparently, the henchmen share of treasure was different than it appears, it says "15% of the employer's income," but what the guy meant was: Each PC gets 1 full share, Each henchman gets 15% of 1 share.

    Example:
    3 PCs and 6 henchmen: total of 3.9 shares, with the PC's each getting one, and the 6 henchmen splitting the 0.9 share evenly. So, hiring more henchmen doesn't cut into your portion of the take, but the group's total. I'd almost like it to go to 20% or 25% to make the math work out easier.

    ReplyDelete
  5. The other thing is that, in this game, being able to cleave is a much more common thing. You could easily find a couple of ogres wiping out a significant number of your merc army with a few good rolls.

    ReplyDelete