This post rounds out my examination of the rules portion of Men and Magic, that
is, everything but the spell description. There’s really nothing else
that grabbed me like I described in Part 1.
As far as things I’ve always overlooked and want to make a point to
use in my next campaign, I have to say the rules on
henchmen/hirelings/retainers are it. I’ve always known the rules were
there, just never bothered to use them. Upon re-reading, though, I can
see where their inclusion not only makes characters more survivable, it
also makes for good role playing. The idea of the party’s fighter having
2 or 3 bully boys following him around is amusing. The image of a
cleric cajoling his posse into joining him for evening prayer is
likewise funny.
What’s really intriguing though, is the part about
“Monsters can be lured into service if they are of the same basic alignment as
the player-character, or they can be Charmed and thus ordered to serve. Note,
however, that the term “monster” includes men found in the dungeons, so in this
way some high-level characters can be brought into a character’s service, charisma
allowing or through a Charm spell.” (Men and Magic, pg 12)
I can see a 1st or 2nd level Magic-User running around with a cult
following, especially the way Charm works (remains in effect until
dispelled).
There’s also a cool little section about setting things up so that if
your character gets killed he can have a cousin or whatever waiting in
the wings to claim all his shit and sally forth on his own adventures.
So far, this has been a very enjoyable experience. I’m looking
forward to seeing what I may have missed in the spell descriptions next.
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