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Recruiting Retainers in Original Dungeons & Dragons (OD&D)

Rules for recruiting retainers in original Dungeons & Dragons are ambiguous. As I like to play solo I need a robust and consistent system for handling the process. I discuss my solution in detail in my Castle of the Quest series on my YouTube channel (video linked below). But here, I've also reproduced the rules in detail for anybody who would like to try them out for themselves.



OD&D Recruitment Campaigns

Recruiting Retainers

Create a Recruitment Campaign

Determine Advertising Expenditures

Expenditures are determined by the table below. Make the rolls to determine costs and effectiveness before selecting the methods to be used.


Method

Initial Cost

Effectiveness

Posting Notices

1d6*10 gp

1d4 * 10 % (10 to 40 %)

Frequenting Inns & Taverns

50gp maximum

1d4% per 10 gp spend

Hiring Servitors

1d6*10gp

1d4 + 1 * 10 % (20 to 50 %)

Combinations of the Above

Variable as above

-5% effectiveness to each method used


To increase the effectiveness further, multiples of the initial cost can be spent.

Determine Number of Retainers Wanted

Characters cannot hire more than the maximum number of retrainers allowed by the hiring characters Charisma Score.

Determine Retainer Types Wanted

knights-at-arms

Type

Initial % Chance for Application vs Offer Made

Assurances Required

Non-Fighter

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Light Foot

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Heavy Foot

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Armoured Foot

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Archer

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Crossbowman

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Longbowman

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Light Horseman

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Medium Horseman

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Heavy Horseman

35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

NON-HUMAN knights-at-arms

Light Foot Orc

100 gp per 35% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Heavy Foot Dwarf

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Heavy Foot Elf

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Heavy Foot Orc

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Elf Archer

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Orc Archer

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

Dwarf Crossbowman

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

--

CHARACTER TYPES

Cleric

100 gp for 10% chance - plus 4% interest per additional 100 gp (55% maximum)

Basic Equipment, Access to a Temple

Fighter

100 gp for 25% chance - plus 10% interest per additional 100 gp (55% maximum)

Basic Equipment

Magic-user

100 gp for 25% chance - plus 10% interest per additional 100 gp (55% maximum)

Basic Equipment, Access to Magic-items

Thief

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

Basic Equipment

Dwarf

100 gp per 10% chance - plus 4% interest per additional 100 gp (55% maximum)

Basic Equipment

Elves

100 gp per 10% chance - plus 4% interest per additional 100 gp (55% maximum)

Access to Magic-items

Halfling

100 gp per 25% chance - plus 10% interest per additional 100 gp (55% maximum)

Basic Equipment


If suitable funds are not available to pay the minimum initial cost then there will be no bonus to the percentage chance of receiving an applicant. Additionally, if assurances cannot be met in some capacity then there will be a -5% penalty to this chance for each assurance that is not met.

Determine Number of Available Retainers

The total number of availabe retainers as a general distrubition is according to the table below. However, distribution will be influenced by the population spread of the local area (if known).

Type of Area

knights-at-arms

Cleric

Fighter

Magic-User

Dwarf

Elf

Halfling

Active Adventuring Area

1 in 100

1 in 800

1 in 400

1 in 800

1 in 800

1 in 1600

1 in 800

Common Area

1 in 500

1 in 4000

1 in 2000

1 in 4000

1 in 4000

1 in 8000

1 in 4000

Settled and Staid Area

1 in 2,500

1 in 20,000

1 in 10,000

1 in 20,000

1 in 20,000

1 in 40,000

1 in 20,000

Determine Expected Length of Service

The most suitable measure for this is months. For each month of service requested after the first month, there will be a -5% penalty to the overall chance of receiving an applicant.

Determine Retainers Share of Treasure

For each percentage of treasure shares offered the chance of receiving an applicant will be increased by increments according to the table below.

Class

% Chance Increase per 1% share

Knight-at Arms

1

Cleric

1/4

Fighter

1/2

Magic-user

1/2

Thief

1/4

Dwarf

1/4

Elves

1/4

Halfling

1/2


If you are unsure what the percentage will be in the final offer as, for example, you offer an equal share which will be dependant on the final number of retainers who join the party, then a percentage range can be noted, such as 15% to 50% in a case were a recruitment campaign has been sprung for 5 adventurers to join 1 player character who is offering an equal share of treasure. The % chance bonus towards the receiving an applicant will therefore also be a range, which can be rolled on the die for exact determination.

Determine Time Required for Recruitment Campaign

The time required for the recruitment campaign will be from 2 to 8 days of game time (1d6 + 2).

Determine Success of Recruitment Campaign

Taking the overall effectiveness of the recruitment campaign (as per the advertising expenditures table) we must determine the percentage chance that the recruitment campaign will reach each of the available candidates. To do this multiply the overall effectiveness of the recruitment campaign by the number of availabe candidates. For example, a campaign with 40% effectiveness and 30 available candidates would be calculated as 0.4 * 30 = 1.6. Rounding to the nearest whole number gives a result of 2. Therefore only 2 of 4 candidates can be reached.


Deciding which 2 out of the 4 is a matter of rolling a die. In this case a d4 with duplicates being re-rolled.

Determine Number of Applicants

Of the number of potential applicants reached there will be a % chance that they will apply for the position offered.  This depends on the strength of the offer of employment, which is dictated by all the bonuses and penalties to the % chance of receiving an applicant. Add all these together to determine the final % chance and then multiply the chance by the number of potential applicants reached. For example if there are 17 potential applicants reached by the recruitment campaign and the initial offer has a 60% chance of tempting these potential applicants to apply the calculation would be 0.6 * 17 which equals 10 (rounded down). Therefore 10 applicants apply for the position.


Any adhoc bonuses can be applied at +5% for each general extra benefit being offered or 15% if its something directly applicable to the class of the applicant.  

Make a Formal Offer

Roll on the table below and add the hiring character’s Charisma Modifier to the roll as well as bonuses and penalties for any other significant factors. A seperate roll should be made for each individual applicant, each individual unit if more than one troop type is being considered, or a roll for seperate groups if more than 10 applicants if a single type apply.

#

Applicants Reaction

2

Reject, offended (-1 penalty to future applicants)

3 to 5

Reject

6 to 8

Uncertain (roll again)

9 to 11

Accept

12

Accept, impressed (Loyalty +3)


If the recruitment campaign is considered unsuccessful a further campaign can be carried out, however, all previously rejecting candidates must be removed from total number of candidates available. The costs and effectiveness will remain the same if the campaign is carried out within the same month.

Determine Initial Loyalty Score

Roll 3d6 on the following table and add the negotiating characters Charisma Modifier to the result, any adjustment obtained from the reaction table above as well as any situational modifiers that apply.

#

Loyalty Score

3 or Less

-3 on Morale Dice

4 to 6

-2 on Morale Dice

7 or 8

-1 on Morale Dice

9 to 12

No Adjustment to Morale Dice

13 or 14

+1 on Morale Dice

15 to 18

+2 on Morale Dice

19+

The retainer will become a Player Character

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