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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Companions - Bringing Back Leadership
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<blockquote data-quote="Jack7" data-source="post: 4674094" data-attributes="member: 54707"><p>I agree with this. Your motivation scheme is good.</p><p></p><p>I also agree with those Alex who want to emphasize the difference between companions who are with the character because of similarities, of various kinds, versus other types of motivations, like they are just attracted (for some reason) to the service of the character.</p><p></p><p>These could be entirely different types of companions with entirely different functions, including very different combat/non-combat functions.</p><p></p><p>You could have retainer companions, heroic or cohort companions (people who adventure with you, i.e.. the squire) and if necessary serve as men at arms, apprentice companions, servants attracted to you by reputation, etc. And each could serve different functions though those functions could certainly overlap when necessary or needed. </p><p></p><p>I also like the idea that you addressed the general leadership issue, and that you developed some companions who exhibit a basically apprenticeship relationship (something I also feel is missing from the game, but shouldn't be).</p><p></p><p>Now I also don't like the idea of leadership being a feat, rather I prefer it being a function of profession (class, in game terms), character charisma and sociability, player desire, milieu or setting appropriateness, and i think role play should be the natural methodology of how to address these things.</p><p></p><p>But I think your ideas could serve as a good <em>"idea template"</em> of how to address leadership weakness functions in the game.</p><p></p><p>I consider things like this horizontal expansion of character capabilities (wider use of capabilities, like position, class, attributes, etc.), rather than vertical progression (a function of level progression).</p><p></p><p>But I like what you've done generally.</p><p>It has given me some ideas.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4674094, member: 54707"] I agree with this. Your motivation scheme is good. I also agree with those Alex who want to emphasize the difference between companions who are with the character because of similarities, of various kinds, versus other types of motivations, like they are just attracted (for some reason) to the service of the character. These could be entirely different types of companions with entirely different functions, including very different combat/non-combat functions. You could have retainer companions, heroic or cohort companions (people who adventure with you, i.e.. the squire) and if necessary serve as men at arms, apprentice companions, servants attracted to you by reputation, etc. And each could serve different functions though those functions could certainly overlap when necessary or needed. I also like the idea that you addressed the general leadership issue, and that you developed some companions who exhibit a basically apprenticeship relationship (something I also feel is missing from the game, but shouldn't be). Now I also don't like the idea of leadership being a feat, rather I prefer it being a function of profession (class, in game terms), character charisma and sociability, player desire, milieu or setting appropriateness, and i think role play should be the natural methodology of how to address these things. But I think your ideas could serve as a good [I]"idea template"[/I] of how to address leadership weakness functions in the game. I consider things like this horizontal expansion of character capabilities (wider use of capabilities, like position, class, attributes, etc.), rather than vertical progression (a function of level progression). But I like what you've done generally. It has given me some ideas. [/QUOTE]
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Companions - Bringing Back Leadership
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