AD&D1e: Common men & the shield wall
Far over the Misty Mountains coldTo dungeons deep and caverns oldWe must away, ere break of dayTo seek our pale enchanted gold
We must away - not "I", but "we". In the early days of D&D, players often came from wargaming clubs, and so this could be taken for granted. Now when players are coming from watching movies with solitary heroes or playing first-person shooters, it cannot be taken for granted. This is a style forgotten by most, and so we bring in house rules which encourage scouting, planning and teamwork. This leads to more effective adventuring, but is also more fun at the game table, because the players spend less time looking at their character sheets and in rulebooks, and more time chatting and planning together.
- Common Men have 1 weapon proficiency, noncombatants none, and are at -3 to nonproficient weapons; men-at-arms have 2 proficiencies and are at -2 otherwise.
- Shield walls grant +1 to AC for each adjoining character (ie +2 for those in the middle, +1 for those on the flanks). A shield wall must be under the command of a fighter of 1st or greater level, should they fall, the wall will break up.
- GP and above, each player-character receives 2 shares
- each henchman (NPC above 0-level), 1 share
- Treasury, 1 share - to deal with day-to-day expenses of food and drink, wear and tear on campaign equipment, feed for animals, replacing expended arrows, etc.
- EP and SP divided among the men-at-arms
- CP divided among the non-combatant hirelings - teamsters, cooks, valets and so on