kipper wrote:Being a MU is more about role-playing than combat (at least for me). Try to come up with ideas (eg potential traps, potential hidden treasure locations, potential ambush sites, alternate ways of dealing with monsters other than frontal assaults, etc...), be the smart/cautious one when everyone else is rushing forward to their inevitable doom.
My issue with this is that it applies to EVERY class and has more to do with the player than the character. No one tells the fighter's player that he should be more about combat than role-playing and that the player shouldn't bother "coming up with ideas" because the magic-user's player is going to do that. Or at least they
shouldn't be telling the fighter's player that.
Black Wyvern wrote:You're not really supposed to use mercs BtB, they don't to go into dungeons they fight your wars and defend your lands. You can't hire henchmen until 2nd level (as they are supposed to be half your level) but you can buy a 2 hit die dog.
Not "mercs"..."hirelings." Though various editions use various terms for various types of hirelings, fighting men-at-arms that accompany the party into the dungeon are common and BtB.
LL Core Rules, page 43 wrote:Occasionally, there are not enough group members to take on the challenges of the labyrinth. The group may hire NPCs, or retainers, for extra hands.
LL Core Rules, page 46 wrote:Retainers are NPCs that are hired by characters for extra hands during an adventure.
LL (and, as far as I know, the game it's based on) do not specify level restrictions for retainers (which are what henchmen are called in these editions.)
This seems to be the type of hireling you're referring to:
LL Core Rules, page 47 wrote:Unlike retainers, mercenaries and specialists do not accompany characters on adventures.