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*TTRPGs General
Leadership - DM's how do you handle Cohorts and Followers?
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<blockquote data-quote="Storyteller01" data-source="post: 3412125" data-attributes="member: 20931"><p>1) Players design it themselves.</p><p></p><p>2) Same as characters (4d6, take the best three, assign as you will. Rolls must be observed by me).</p><p></p><p>3) Same available classes as the players.</p><p></p><p>4) General combination. The player generally controls the NPC, but I reserve the right to say 'would you do that in their situation'. No convenient 'loyal cohort takes the hit' situations, or at least not abused uses of it.</p><p></p><p></p><p>PS: I get final say on cohort equipment.</p><p></p><p></p><p></p><p>Players get to design them, and they use the same stat generation rolls. They can ONLY take NPC class levels (expert, aristocrat, etc). Player gets to control them, but they rarely see much use. Here are my players have:</p><p>-One uses his to crew a ship.</p><p>-One uses his as a spy network, effectively increasing his 'Game of Bones' level (a 3rd party abstract political system).</p><p>-One has a psionic assassins guild/explorers guild/spy network (the NPC's have the Wild Talent feat) but he just recently acquired them. Haven't seen them in action yet.</p><p>-One is planning half as spys/sappers, and the other half as bomb makers. This will probably see the most in game use, but I expect follower scores lowering due to excessive deaths.</p><p></p><p><em>PS</em>: FMC, cohorts and followers don't gain exp. Instead, the cohort levels as your leadership score increases. The player is also responsible for their upkeep. Additional equipment, lodging, food, and materials they need comes out of their pocket.</p><p></p><p>If the cohort is a magic item maker, the exp cost comes out of the players exp. Said player can set aside exp in a pool for their cohort to use later.</p><p></p><p>Basically the followers and cohorts are extensions of the character as opposed to a separate entity altogether. They are treated as such. YMMV.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3412125, member: 20931"] 1) Players design it themselves. 2) Same as characters (4d6, take the best three, assign as you will. Rolls must be observed by me). 3) Same available classes as the players. 4) General combination. The player generally controls the NPC, but I reserve the right to say 'would you do that in their situation'. No convenient 'loyal cohort takes the hit' situations, or at least not abused uses of it. PS: I get final say on cohort equipment. Players get to design them, and they use the same stat generation rolls. They can ONLY take NPC class levels (expert, aristocrat, etc). Player gets to control them, but they rarely see much use. Here are my players have: -One uses his to crew a ship. -One uses his as a spy network, effectively increasing his 'Game of Bones' level (a 3rd party abstract political system). -One has a psionic assassins guild/explorers guild/spy network (the NPC's have the Wild Talent feat) but he just recently acquired them. Haven't seen them in action yet. -One is planning half as spys/sappers, and the other half as bomb makers. This will probably see the most in game use, but I expect follower scores lowering due to excessive deaths. [I]PS[/I]: FMC, cohorts and followers don't gain exp. Instead, the cohort levels as your leadership score increases. The player is also responsible for their upkeep. Additional equipment, lodging, food, and materials they need comes out of their pocket. If the cohort is a magic item maker, the exp cost comes out of the players exp. Said player can set aside exp in a pool for their cohort to use later. Basically the followers and cohorts are extensions of the character as opposed to a separate entity altogether. They are treated as such. YMMV. [/QUOTE]
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