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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do we need a Leader?
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<blockquote data-quote="Shin Okada" data-source="post: 5670007" data-attributes="member: 1956"><p>As Matt James pointed out in the first reply, Companion Character rule in DMG2 helps. A companion character is in overall less stronger than a PC. But they do their role at least well enough. </p><p></p><p>And what important is, they are Not meant to be a DM PC which you want to avoid. They are meant to be handled out to players. And it works well as Companion Characters are simple enough. Just follow the guideline and avoid giving them triggered actions.</p><p></p><p>Or, your party can just continue playing without an additional Leader character. Various options are already shown (such as multiclassing, giving a lot of potions, etc.). Some of the Skill Powers in PHB3, and Divine Boons in DMG2, will help, too. Oh, and don't forget that Dwarfs can use Second Wind as a minor action. With appropriate feats, Warforged PCs heal themselves well, too.</p><p></p><p>But whether if those options are necessary, or can be introduced without without twisting existing PCs, will depend on the party's composition and the size.</p><p></p><p>Regarding party composition, for example, having one or two dwarf/warforged PCs, Paladin, etc., will reduce the necessity of a leader.</p><p></p><p>Regarding the party size, if the adventuring party is big enough, letting some of the PCs taking one or two each of such additional healing measures will not give them much burden. But if the party is small, some players may forced to twist their PCs a lot to provide necessary healing/save.</p><p></p><p>If some of your players are willing to roll up new PCs, another option is to use some Hybrid characters. In a small party, having a half-Leader (say, Controller/Leader and such) will be enough. In a larger party, having 2+ half-leaders could be another option, if none of your players want to play a pure Leader.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5670007, member: 1956"] As Matt James pointed out in the first reply, Companion Character rule in DMG2 helps. A companion character is in overall less stronger than a PC. But they do their role at least well enough. And what important is, they are Not meant to be a DM PC which you want to avoid. They are meant to be handled out to players. And it works well as Companion Characters are simple enough. Just follow the guideline and avoid giving them triggered actions. Or, your party can just continue playing without an additional Leader character. Various options are already shown (such as multiclassing, giving a lot of potions, etc.). Some of the Skill Powers in PHB3, and Divine Boons in DMG2, will help, too. Oh, and don't forget that Dwarfs can use Second Wind as a minor action. With appropriate feats, Warforged PCs heal themselves well, too. But whether if those options are necessary, or can be introduced without without twisting existing PCs, will depend on the party's composition and the size. Regarding party composition, for example, having one or two dwarf/warforged PCs, Paladin, etc., will reduce the necessity of a leader. Regarding the party size, if the adventuring party is big enough, letting some of the PCs taking one or two each of such additional healing measures will not give them much burden. But if the party is small, some players may forced to twist their PCs a lot to provide necessary healing/save. If some of your players are willing to roll up new PCs, another option is to use some Hybrid characters. In a small party, having a half-Leader (say, Controller/Leader and such) will be enough. In a larger party, having 2+ half-leaders could be another option, if none of your players want to play a pure Leader. [/QUOTE]
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