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Companions - Bringing Back Leadership
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4673043" data-attributes="member: 82106"><p>Yeah, I agree, an NPC should have actions. I think the way around this whole quandry is just to bag the idea that you need a feat. I find that awkward. The henchman/hireling is an NPC and they do whatever they do based on loyalty, greed, etc. There could certainly be a feat that provides enhanced ability to lead.</p><p></p><p>So my focus on such a rule mechanic would be some sort of leadership/morale kind of system that provides the DM an easy framework for deciding what the NPC will DO when ordered to do something or when they have a choice to make in the course of doing whatever they do on behalf of their employer/benefactor/leader. </p><p></p><p>The outlined RS system seems like it could be that mechanic, it seems to me fundamentally similar to rules from ODD days. I don't recall henchmen being a problem back then and it doesn't seem like they should be a problem now. One might argue about 'economy of action', but the DM is in control of the NPC. Nobody is getting 'extra actions'. If the DM wants to simplify his life and let the player pick the NPCs actions that is really up to him. He can always veto anything he doesn't want to have happen. Using something like RS then is just a way for the DM to quickly decide "will this NPC mercenary leap into the battle to save his employer?" It is actually pretty much like the 'concordance' rules for artifacts. </p><p></p><p>Remember, there are practical costs to using henchmen. They have to be paid or at least paid FOR (squires DO eat). They also have to be directed if they are going to DO anything. If you just yell "help me" to your henchman that's a free action, but if you want to explain to him what you need him to do in detail in the heat of battle, then you're going to be burning actions. This would become even more of an issue for the PC if say he's trying to direct a bevy of henchmen in battle, he's going to spend 100% of his time watching them and telling them what to do, becoming a military commander instead of a hero. If DMs and players WANT to play that way I don't see any reason why they can't. </p><p></p><p>In my long experience playing FRPG I don't really recall very many henchman problems coming up. Generally they just aren't worth the players trouble.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4673043, member: 82106"] Yeah, I agree, an NPC should have actions. I think the way around this whole quandry is just to bag the idea that you need a feat. I find that awkward. The henchman/hireling is an NPC and they do whatever they do based on loyalty, greed, etc. There could certainly be a feat that provides enhanced ability to lead. So my focus on such a rule mechanic would be some sort of leadership/morale kind of system that provides the DM an easy framework for deciding what the NPC will DO when ordered to do something or when they have a choice to make in the course of doing whatever they do on behalf of their employer/benefactor/leader. The outlined RS system seems like it could be that mechanic, it seems to me fundamentally similar to rules from ODD days. I don't recall henchmen being a problem back then and it doesn't seem like they should be a problem now. One might argue about 'economy of action', but the DM is in control of the NPC. Nobody is getting 'extra actions'. If the DM wants to simplify his life and let the player pick the NPCs actions that is really up to him. He can always veto anything he doesn't want to have happen. Using something like RS then is just a way for the DM to quickly decide "will this NPC mercenary leap into the battle to save his employer?" It is actually pretty much like the 'concordance' rules for artifacts. Remember, there are practical costs to using henchmen. They have to be paid or at least paid FOR (squires DO eat). They also have to be directed if they are going to DO anything. If you just yell "help me" to your henchman that's a free action, but if you want to explain to him what you need him to do in detail in the heat of battle, then you're going to be burning actions. This would become even more of an issue for the PC if say he's trying to direct a bevy of henchmen in battle, he's going to spend 100% of his time watching them and telling them what to do, becoming a military commander instead of a hero. If DMs and players WANT to play that way I don't see any reason why they can't. In my long experience playing FRPG I don't really recall very many henchman problems coming up. Generally they just aren't worth the players trouble. [/QUOTE]
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