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Leadership - DM's how do you handle Cohorts and Followers?
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<blockquote data-quote="jasin" data-source="post: 3407332" data-attributes="member: 7531"><p>Fully, with the DM retaining the power to make any adjustments, but rarely excercising it. Formally, it's not that the player actually makes that character, the players tells the DM "this is the kind of cohort I'd like" and the DM offers the the closest character appropriate, which in practice tends to mean that exact character. <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></p><p>Mostly just like the PCs, which is usually 30 point buy for my group, but sometimes a bit lower: 28 point buy cohorts for 30 point buy PCs.</p><p></p><p></p><p>They're heroic NPCs, on par with the PCs, so anything.</p><p></p><p></p><p>Much like 1. In practice, it's the player, but that's just the player stating what he'd like the cohort to do, the DM can rule the cohort acts otherwise at any time.</p><p></p><p></p><p>1. Creation: as for cohorts.</p><p></p><p>2. Stats: whatever is the norm for "semi-heroic" NPCs in the game, like competent city watchmen, low-level alchemists and the like. 25 point buy in a 30 point buy game</p><p></p><p>3. Classes: so far, we've been playing NPC classes only, with PC classes or PrCs costing extra levels (e.g. if you get a 5th-level follower, it could be a War5 or a Ftr4) as a house-rule. But apparently, that's a 3.0 holdover, and 3.5 Leadership allows PC-classed followers. Not sure what we'll do about that once it comes up, since Leadership is pretty powerful just for the cohort. Probably allow PC-classed followers but introduce tighter DM control over the whole thing: both creation and control, for both cohorts and followers.</p><p></p><p>4. Control: DM. They followers will likely obey most reasonable commands, but the players says "I tell Fred the Follower to guard the door", contrasted with "Cathy the Cohort casts a spell". Not that big a difference, really, but I guess it's because we see cohorts as more proactive: cohorts do stuff, followers get told to do stuff.</p></blockquote><p></p>
[QUOTE="jasin, post: 3407332, member: 7531"] Fully, with the DM retaining the power to make any adjustments, but rarely excercising it. Formally, it's not that the player actually makes that character, the players tells the DM "this is the kind of cohort I'd like" and the DM offers the the closest character appropriate, which in practice tends to mean that exact character. :) Mostly just like the PCs, which is usually 30 point buy for my group, but sometimes a bit lower: 28 point buy cohorts for 30 point buy PCs. They're heroic NPCs, on par with the PCs, so anything. Much like 1. In practice, it's the player, but that's just the player stating what he'd like the cohort to do, the DM can rule the cohort acts otherwise at any time. 1. Creation: as for cohorts. 2. Stats: whatever is the norm for "semi-heroic" NPCs in the game, like competent city watchmen, low-level alchemists and the like. 25 point buy in a 30 point buy game 3. Classes: so far, we've been playing NPC classes only, with PC classes or PrCs costing extra levels (e.g. if you get a 5th-level follower, it could be a War5 or a Ftr4) as a house-rule. But apparently, that's a 3.0 holdover, and 3.5 Leadership allows PC-classed followers. Not sure what we'll do about that once it comes up, since Leadership is pretty powerful just for the cohort. Probably allow PC-classed followers but introduce tighter DM control over the whole thing: both creation and control, for both cohorts and followers. 4. Control: DM. They followers will likely obey most reasonable commands, but the players says "I tell Fred the Follower to guard the door", contrasted with "Cathy the Cohort casts a spell". Not that big a difference, really, but I guess it's because we see cohorts as more proactive: cohorts do stuff, followers get told to do stuff. [/QUOTE]
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