Leadership


log in or register to remove this ad

Leadership is an interesting feat and it's a pity that my players overlook it. Managing followers can be a pain in the butt. It says in the DMG that you have to equip and feed them but it doesn't say that you have provide lodging for them. So they have homes? Ok... I guess if you only took warriors as your followers (I wouldn't accept PC classes), they would live in tents and have nomadic lifestyle. You have to pay for their upkeep, which is Meager I guess. Thus every follower costs 5 gp per month. 2nd-level and higher followers would cost an extra gp per level above 1st per month.

I wish I could play in a high-level campaign. I'd create a 15th-level fighter who has a 11th-level wizard cohort. I'd optimize the cohort so that it would clearly outshine the fighter. That would make a fun duo; the "leader" is sort of a hapless Don Quixote and the Sancho Panza would do all the work.
 


If this were my game and the players seemed set to bring their followers into battle, I would let them.

On the boat trip towards their destination, I would have some monsters attack. Maybe level 5, but with jacked up attack bonuses so that they could hit the PCs. A whole bunch attack at once, enough to tax the PCs and force them to scramble around to protect the followers, but not enough to really pose a threat to the PCs. The challenge of the encounter would be to fight off the monsters (who can damage the PCs, but are utterly lethal to the followers) while keeping casualties at a minimum.

That would be their warning. Taking followers into your battles will end with dead followers! If they ignore the warning and take the poor slobs into the adventure proper, that's their choice. I wouldn't really change the way I design the adventure at all, which means a lot of the little guys will die, which means you won't have to deal with the issue for very long.

Of course leaving the followers elsewhere while the PCs (and cohorts) do the real work is more manageable, and it sounds like you have that well in hand.
 

Well, Player #3 decided against getting Leadership, and the others realized exactly how breakable their Followers are. They've decided that leaving them behind is a good idea.
 

If they are insistent that they bring their numerous lvl 1 followers, may want to consider treating them as a mob from DMG II or adapt some rules from the miniature guide to make things faster. Melee effectiveness is questionable, but a rain of arrows is bound to hit something. But a single fireball should neutralize the group easy enough.
 

Remove ads

Top