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Annoyed with City of the Spider Queen (SPOILERS)
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<blockquote data-quote="SHARK" data-source="post: 824074" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Hey Green Knight!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm glad that you are inspired!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The gp allotments mentioned are what the DM's Guide says such characters come with, in equipment and magic item values. For example, the level 1 followers arrive with (900gp) in equipment. True, it isn't too much. They start typically with a chain shirt, maybe a long composite bow, shortsword, dagger, and some ordinary equipment. Obviously, the higher level followers and cohorts receive more valuable equipment and gear. </p><p></p><p>As for cohorts, no, your character is not limited in any way as to the number of cohorts that he can attract, as per the DM's Guide. I would imagine, however, that as the cohorts are trusted friends and elite servants, your character isn't likely to have a hundred of them, heh?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I can see having anywhere from a few up to ten or two dozen. I see cohorts as being something like close friends and a small detachment of elite bodyguards and servants, so it seems to me that there is plenty of room for you to be creative. For example, in one campaign I have a high level Paladin, and his cohorts are something like the following:</p><p></p><p>(1) Human/Half-Celestial 14th lvl Paladin</p><p>(2) Human 14th lvl Paladin</p><p>(3) Human 14th lvl Paladin</p><p>(4) Human 14th lvl Fighter</p><p>(5) High Elf/Half-Elemental (Water) Fighter 10/Cleric 4</p><p>(6) Human 12th lvl Ranger</p><p>(7) Human 14th lvl Cleric</p><p>(8) Human 12th lvl Wizard</p><p>(9) Minotaur 12th lvl Fighter</p><p>(10) Dwarf 12th lvl Fighter</p><p>(11) Dwarf Fighter 10/Cleric 4</p><p>(12) Human Cleric 8/Expert 4 (Scholar)</p><p>(13) Human Bard 12th lvl</p><p>(14) Wolf Humanoid Fighter 6/Ranger 6</p><p>(15) Wolf Humanoid Fighter 6/Ranger 6</p><p></p><p>These are my character's close friends and elite bodyguards. They are, of course, finely equipped with powerful magic items and excellent gear with all that they need. My character gives them rewards and treasure with a generous hand, as well as risking his own life to save them or help them in many actions. My character hangs out with them, and is involved with them in various ways on a daily basis. These elite followers are in addition to the 135 lower level followers that I have outfitted and equipped for war. I have 30 or so heavy cavalry, 30 or so well-equipped archers, 40 plate-armoured heavy infantry, and a dozen or so clerics and other specialists.</p><p></p><p>My character is a 15th or 16th lvl Paladin, with a high charisma score, naturally.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Now, the other members of the group have also similarly recruited and equipped their forces. Not all of their followers are low level, of course, because, as you mentioned, if you take the Leadership Feat relatively early, and begin recruiting, and do so ona constant and consistent basis, by the time you are 12th-16th level, many of your followers will be significantly higher level than what they start out with when you first recruit them. Cohorts, likewise, gain levels as they gain experience. Indeed, if you take Leadership at 6th level, I think that you can attract a cohort of no higher than 4th level, and you get a dozen level 1 followers. Ok, stay with me on this one!--</p><p></p><p>As you, at 6th level, advance in level and power, so will your cohorts and followers. At each level rise, you gain the ability to attract additional numbers of followers, as well as more experienced cohorts. Still, by the time you are say 14th level, your cohorts are going to be various levels, say ranging from 6th or 8th level, to upwards of (at 6th you got 4th lvl cohorts, so, You: 6+8=14; cohorts: 4th+8=12th.) 12th level cohorts. Likewise, of those 12 level 1 followers that arrived when you were 6th level are now 9th level followers. Even if 50% of them die, you still have 6 that are 9th level, in addition to the new followers that you attract between the levels of 6th and 14th. </p><p></p><p>Do you see? If you have each memeber of the group do likewise, as my group does, and as I do when I play characters in other campaigns, it takes the assumed "four character party" assumption and turns it on its head, and I think logically so.</p><p></p><p>It is all about "maximizing resources". You, as a player, must use the rules and logic as given, with good tactics and logistics, to maximize your "force multipliers" and your "power-projection" abilities. For example, I do this kind of thing regularly even with lower level characters. I often buy several mules and load them with extra weapons, supplies, and gear like you wouldn't believe. I bring a pack of 10 trained war dogs. I buy a rhino. I recruit three or four mercenary archers, or I look to find four religious zealots who will serve the faith as archers for the temple, and so on. They die. I recruit more. At any given time, I always seek to have a few more troops, extra firepower, extra supplies so that I can set up traps and surprises, as well as extra war animals. They die, buy more. Always buy more! This begins to have a measurable effect, despite even experiences occasional defeats and set backs. As you and other memebers of the party seek to always maximize your resources and operational abilities, you begin to be able to have a greater impact not only on the immediate tactical battlefield, but on the campaign world around you.</p><p></p><p>These kinds of tactics and operations, as I mentioned, serve you and the party well, whether you are all 4th level, or 14th. Whether you are fighting Orcs, Drow Elves, Giants, or Dragons, these extra troops, loyal followers, and increased logistics and equipment will multiply the options available to you and the party, and will contribute to increasingly dramatic victories--in whatever environment, from urban cities, to open battlefields, to dark, treacherous dungeons.</p><p></p><p>If you and your party think carefully about these considerations, and really put your money into it, if the DM is fair and reasonable, you will greatly enhance the skills, power, and operational flexibility of your group.</p><p></p><p>mmu1: well, as you detailed the Drow defenders quite well, they are indeed formidable. However, I would offer that a group of four members+troops+followers+cohorts+animals+extra equipment will give them at least *some* increased advantage, rather than just *the four characters*, would it not?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I will admit that the Drow forces have many advantages. In my view, though, all the more need for the player group to maximize their resources and firepower to their advantage. The truth of the matter is, like you are experiencing, the Drow, if played properly, are just simply too much for four characters to deal with. I would submit that it is something of a flawed assumption within the game, so to speak, that implies that in usually whatever situation or circumstance, four heroes can just do it all, no matter what. </p><p></p><p>Now, in my own campaigns, I have tossed that assumption out the window, as when one thinks about it, whether it is a huge sprawling evil temple, a Drow fortress, or what have you, the logic behind four heroic characters defeating them all at the end of the day just breaks the believability to me. It just throws logic right out the window. In my campaigns, certainly there are indeed missions that four characters can succeed in. I don't, however, expect or set up all missions where this is the expected or even relatively possible outcome, because frankly, in many circumstances, it shouldn't be if the opposition forces are played with any kind of intelligence, if you see what I'm saying. Because of these kinds of thoughts, I gear many scenarios where I expect the player characters to enhance themselves and maximize their resources and firepower, by extra troops, equipment, animals, and so on. It seems to make sense, and it also strengthens believability in various operational circumstances. It also begins to open up different options for the DM as well, and allows different kinds of games to be played. It also of course, adds additional drama and elements of roleplaying as well.</p><p></p><p>Just some thoughts though for your player group. Hopefully, they can find a way to successfully fight against the evil Drow forces, heh?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 824074, member: 1131"] Greetings! Hey Green Knight!:) I'm glad that you are inspired!:) The gp allotments mentioned are what the DM's Guide says such characters come with, in equipment and magic item values. For example, the level 1 followers arrive with (900gp) in equipment. True, it isn't too much. They start typically with a chain shirt, maybe a long composite bow, shortsword, dagger, and some ordinary equipment. Obviously, the higher level followers and cohorts receive more valuable equipment and gear. As for cohorts, no, your character is not limited in any way as to the number of cohorts that he can attract, as per the DM's Guide. I would imagine, however, that as the cohorts are trusted friends and elite servants, your character isn't likely to have a hundred of them, heh?:) I can see having anywhere from a few up to ten or two dozen. I see cohorts as being something like close friends and a small detachment of elite bodyguards and servants, so it seems to me that there is plenty of room for you to be creative. For example, in one campaign I have a high level Paladin, and his cohorts are something like the following: (1) Human/Half-Celestial 14th lvl Paladin (2) Human 14th lvl Paladin (3) Human 14th lvl Paladin (4) Human 14th lvl Fighter (5) High Elf/Half-Elemental (Water) Fighter 10/Cleric 4 (6) Human 12th lvl Ranger (7) Human 14th lvl Cleric (8) Human 12th lvl Wizard (9) Minotaur 12th lvl Fighter (10) Dwarf 12th lvl Fighter (11) Dwarf Fighter 10/Cleric 4 (12) Human Cleric 8/Expert 4 (Scholar) (13) Human Bard 12th lvl (14) Wolf Humanoid Fighter 6/Ranger 6 (15) Wolf Humanoid Fighter 6/Ranger 6 These are my character's close friends and elite bodyguards. They are, of course, finely equipped with powerful magic items and excellent gear with all that they need. My character gives them rewards and treasure with a generous hand, as well as risking his own life to save them or help them in many actions. My character hangs out with them, and is involved with them in various ways on a daily basis. These elite followers are in addition to the 135 lower level followers that I have outfitted and equipped for war. I have 30 or so heavy cavalry, 30 or so well-equipped archers, 40 plate-armoured heavy infantry, and a dozen or so clerics and other specialists. My character is a 15th or 16th lvl Paladin, with a high charisma score, naturally.:) Now, the other members of the group have also similarly recruited and equipped their forces. Not all of their followers are low level, of course, because, as you mentioned, if you take the Leadership Feat relatively early, and begin recruiting, and do so ona constant and consistent basis, by the time you are 12th-16th level, many of your followers will be significantly higher level than what they start out with when you first recruit them. Cohorts, likewise, gain levels as they gain experience. Indeed, if you take Leadership at 6th level, I think that you can attract a cohort of no higher than 4th level, and you get a dozen level 1 followers. Ok, stay with me on this one!-- As you, at 6th level, advance in level and power, so will your cohorts and followers. At each level rise, you gain the ability to attract additional numbers of followers, as well as more experienced cohorts. Still, by the time you are say 14th level, your cohorts are going to be various levels, say ranging from 6th or 8th level, to upwards of (at 6th you got 4th lvl cohorts, so, You: 6+8=14; cohorts: 4th+8=12th.) 12th level cohorts. Likewise, of those 12 level 1 followers that arrived when you were 6th level are now 9th level followers. Even if 50% of them die, you still have 6 that are 9th level, in addition to the new followers that you attract between the levels of 6th and 14th. Do you see? If you have each memeber of the group do likewise, as my group does, and as I do when I play characters in other campaigns, it takes the assumed "four character party" assumption and turns it on its head, and I think logically so. It is all about "maximizing resources". You, as a player, must use the rules and logic as given, with good tactics and logistics, to maximize your "force multipliers" and your "power-projection" abilities. For example, I do this kind of thing regularly even with lower level characters. I often buy several mules and load them with extra weapons, supplies, and gear like you wouldn't believe. I bring a pack of 10 trained war dogs. I buy a rhino. I recruit three or four mercenary archers, or I look to find four religious zealots who will serve the faith as archers for the temple, and so on. They die. I recruit more. At any given time, I always seek to have a few more troops, extra firepower, extra supplies so that I can set up traps and surprises, as well as extra war animals. They die, buy more. Always buy more! This begins to have a measurable effect, despite even experiences occasional defeats and set backs. As you and other memebers of the party seek to always maximize your resources and operational abilities, you begin to be able to have a greater impact not only on the immediate tactical battlefield, but on the campaign world around you. These kinds of tactics and operations, as I mentioned, serve you and the party well, whether you are all 4th level, or 14th. Whether you are fighting Orcs, Drow Elves, Giants, or Dragons, these extra troops, loyal followers, and increased logistics and equipment will multiply the options available to you and the party, and will contribute to increasingly dramatic victories--in whatever environment, from urban cities, to open battlefields, to dark, treacherous dungeons. If you and your party think carefully about these considerations, and really put your money into it, if the DM is fair and reasonable, you will greatly enhance the skills, power, and operational flexibility of your group. mmu1: well, as you detailed the Drow defenders quite well, they are indeed formidable. However, I would offer that a group of four members+troops+followers+cohorts+animals+extra equipment will give them at least *some* increased advantage, rather than just *the four characters*, would it not?:) I will admit that the Drow forces have many advantages. In my view, though, all the more need for the player group to maximize their resources and firepower to their advantage. The truth of the matter is, like you are experiencing, the Drow, if played properly, are just simply too much for four characters to deal with. I would submit that it is something of a flawed assumption within the game, so to speak, that implies that in usually whatever situation or circumstance, four heroes can just do it all, no matter what. Now, in my own campaigns, I have tossed that assumption out the window, as when one thinks about it, whether it is a huge sprawling evil temple, a Drow fortress, or what have you, the logic behind four heroic characters defeating them all at the end of the day just breaks the believability to me. It just throws logic right out the window. In my campaigns, certainly there are indeed missions that four characters can succeed in. I don't, however, expect or set up all missions where this is the expected or even relatively possible outcome, because frankly, in many circumstances, it shouldn't be if the opposition forces are played with any kind of intelligence, if you see what I'm saying. Because of these kinds of thoughts, I gear many scenarios where I expect the player characters to enhance themselves and maximize their resources and firepower, by extra troops, equipment, animals, and so on. It seems to make sense, and it also strengthens believability in various operational circumstances. It also begins to open up different options for the DM as well, and allows different kinds of games to be played. It also of course, adds additional drama and elements of roleplaying as well. Just some thoughts though for your player group. Hopefully, they can find a way to successfully fight against the evil Drow forces, heh?:) Semper Fidelis, SHARK [/QUOTE]
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