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*TTRPGs General
Leadership- how to?
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<blockquote data-quote="carnivore" data-source="post: 2591118" data-attributes="member: 36780"><p>Hey there Sid.</p><p></p><p>I use leadership extensively in my campaign, here is how I use it (as a DM and as a player):</p><p>The player controls the actions of the cohort completely - like it was a second character to play. The DM has <em>some</em> input on the cohort's creation but lets the player do the build. </p><p></p><p>Followers are very fragile. I have seen them used thusly:</p><p>They run the "homebase" (ie: ship, guildhouse, keep, lighthouse or whatever the PCs use as an HQ). This gives control over the HQ to the PCs (well... a tad more than usual) fore the PC with leadership also runs followers completely. In my games, I have left control of the building of followers to players but they tend to get overwhlemed sometimes in building 15x war1, 3x exp2, and 1x exp3. I instead do those mass builds for them - followers are relatively weak so it's all about personality with them.</p><p></p><p>How this all works out in my experience is pretty good. When players get all crazy and start throwing the cohort and followers in front of them the followers start getting killed as does the cohort... watch that leadership score! Let's say 5 followers get killed due to the irresposibility of the player, the leadership score will drop (due to the player "causing the death of other followers") a point or two (DMG pg. 106) as does the cohort level maybe (loss of score due to "cruelty" and/or failure). This is when the old cohort leaves and a new one may show up (at lower level of course).</p><p></p><p>Things tend to balance out if it is a long-term campaign.</p><p></p><p>Hope this is useful.</p></blockquote><p></p>
[QUOTE="carnivore, post: 2591118, member: 36780"] Hey there Sid. I use leadership extensively in my campaign, here is how I use it (as a DM and as a player): The player controls the actions of the cohort completely - like it was a second character to play. The DM has [I]some[/I] input on the cohort's creation but lets the player do the build. Followers are very fragile. I have seen them used thusly: They run the "homebase" (ie: ship, guildhouse, keep, lighthouse or whatever the PCs use as an HQ). This gives control over the HQ to the PCs (well... a tad more than usual) fore the PC with leadership also runs followers completely. In my games, I have left control of the building of followers to players but they tend to get overwhlemed sometimes in building 15x war1, 3x exp2, and 1x exp3. I instead do those mass builds for them - followers are relatively weak so it's all about personality with them. How this all works out in my experience is pretty good. When players get all crazy and start throwing the cohort and followers in front of them the followers start getting killed as does the cohort... watch that leadership score! Let's say 5 followers get killed due to the irresposibility of the player, the leadership score will drop (due to the player "causing the death of other followers") a point or two (DMG pg. 106) as does the cohort level maybe (loss of score due to "cruelty" and/or failure). This is when the old cohort leaves and a new one may show up (at lower level of course). Things tend to balance out if it is a long-term campaign. Hope this is useful. [/QUOTE]
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