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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Leadership x4?
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<blockquote data-quote="MarauderX" data-source="post: 1187577" data-attributes="member: 9990"><p>The thing I worry about most is players using the followers as an 'instant' anything: Instant town, instant army, instant builders, instant merchant caravan, instant scouts, instant boot-polishers, whatever. I think most players know where the boundries lie, i.e. not bringing them through a dangerous adventure, but with some story lines the PCs are the ones being hunted. They feel like taking the feat to bolster their defenses/scouts and take a defensive position at some abandoned town with their vast amount of loyal followers to start a new city and wait for the BBEG to come get them. </p><p></p><p>What about logistically gaining the followers? Marching into a big city may be the best way to explain it, but with PCs on the run it may be the last place they go to recruit. Not only that, but what kind of skills should the PCs expect? If they have 100 followers they get to run, they will want 1 follower skilled as a merchant, a few at armorsmith, one for engineering, a few more for weaponsmith, etc. With those advantages an abandoned town could be resurrected quickly with some walls and towers to hold out invaders, which is exactly what they will want. Give it to them?? Sorting through that whole mess during gameplay will be, well, annoying. Working up a spreadsheet in the off-days is what would have to happen, with some planning of what the followers are doing when, and how much it's gonna cost and such will have to wait until after each session. </p><p></p><p>Now the fun part is perhaps a few of the followers are moles, sent to spy and sabotage the PCs efforts. Having a mystery like that among the vast amount of followers would bring that drawback to the feat and make the players realize there is more to playing leader than telling peons what to do.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1187577, member: 9990"] The thing I worry about most is players using the followers as an 'instant' anything: Instant town, instant army, instant builders, instant merchant caravan, instant scouts, instant boot-polishers, whatever. I think most players know where the boundries lie, i.e. not bringing them through a dangerous adventure, but with some story lines the PCs are the ones being hunted. They feel like taking the feat to bolster their defenses/scouts and take a defensive position at some abandoned town with their vast amount of loyal followers to start a new city and wait for the BBEG to come get them. What about logistically gaining the followers? Marching into a big city may be the best way to explain it, but with PCs on the run it may be the last place they go to recruit. Not only that, but what kind of skills should the PCs expect? If they have 100 followers they get to run, they will want 1 follower skilled as a merchant, a few at armorsmith, one for engineering, a few more for weaponsmith, etc. With those advantages an abandoned town could be resurrected quickly with some walls and towers to hold out invaders, which is exactly what they will want. Give it to them?? Sorting through that whole mess during gameplay will be, well, annoying. Working up a spreadsheet in the off-days is what would have to happen, with some planning of what the followers are doing when, and how much it's gonna cost and such will have to wait until after each session. Now the fun part is perhaps a few of the followers are moles, sent to spy and sabotage the PCs efforts. Having a mystery like that among the vast amount of followers would bring that drawback to the feat and make the players realize there is more to playing leader than telling peons what to do. [/QUOTE]
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