I asked to get this game a forum started so once that happens I'll make a bunch of posts with rules you can reference at your leisure and some info dumping.
Don't worry overmuch about making a balanced party. We don't need to fill out any roles to make this work. Play what you want and hire who you need otherwise. Or join another group as that will be at least one of the options once we begin.
Do remember that Humans can have Henchmen of any race (some get Loyalty penalties) while other races have more significant restrictions (Elves can only have elves!), but animals are available to all though they don't level up unless you are a Beastfriend or get an exception through play.
Dogs, small hawks, mules, asses, cats are all fine. I'd hold off on livestock other than a goat since they make fine pets and are cheap to support.
Leitz wrote: ↑Sun Aug 20, 2023 12:14 am
Does sword cover 1-handed and 2-handed? Would a spear be more likely than a shield or hatchet?
sword, dagger, hatchet, shield, self bow
On languages, Magyar makes sense as he's starting from the bottom and leading by example. When he gets ready to talk to the nobles, he'll do so on favorable terms. The buddy is Buyeo and the youngbloods are semi-local European.
Addendum
Jing Ji-ho (JJh) has a Morale/Loyalty modifier, and the two Youngbloods are guys (?) who rolled a maximum reaction. As you said, less to go back to, but JJh has set upon the path of building his own cadre. It will probably get to be a polyglot bunch, but he'll spend time growing them as sub-leaders as well.
You can trade your shield or your bow for a spear. Or you can buy one. Its the most basic of weapons after all. When I said you can't afford 'better' weapons what I mean is you can't have a coat of plates, or steel greaves nor a barbut, nor a longsword or halberd etc. Rules wise you can't afford to change your Armed and Armored status. That will hopefully make more sense as we go.
Starting Loyalty for Chargen Henchmen is 1 at Great (your Buddy) then 2 at Good, then up to 4 at Average. The absolute maximum number of henchmen you can have is 8 right now (with +3 Charisma and Leader) and there is a good chance you can't afford to support that many long enough to actually finish an adventure. Plus the quality of those Average guys is Conscript. In combat right now your Youngbloods are second line troops who hold your flanks with their spears. I wouldn't risk them against anything more dangerous than a goblin if you can help it.
Eventually you'll have more time to train them, and cash to equip them and I I use the same general method of training that you remember. One day they will maybe make it to full Fighter status, but not any time soon.
Kenjosephus wrote: ↑Sun Aug 20, 2023 5:37 am
I did have a human fighter in my previous B/X campaign who resides in the more or less same culture as your world (Slavic name and community in a England inspired land). Will play that to hopefullly gain some closure to his story either in life or death.
Many people assume that Northmen are berserkers or shapeshifters. That is not at all common though so play into it of not as you like.
What sort of skill do you want? Never hurts to have a Hunter.
kalstone wrote: ↑Sun Aug 20, 2023 6:07 pm
I'm thinking of playing an elf mage. A treasure-hunter/Indiana Jones type named Zenkris. He's come from far to the west in search of lost secrets.
Lucky you, all Elves are Mages.
Treasure hunter makes we think you're interested in being a mage-thief so you can dodge giant boulders. Scholar seems like the best skill.