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My player is going to hate his cohort...
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<blockquote data-quote="Agent Oracle" data-source="post: 2960507" data-attributes="member: 40076"><p>Well, just two things</p><p></p><p>1. Don't treat the leadership feat as an excuse to punish the player. It's an oft-overlooked feat which many GMs flat out disallow, and others self-break by making cohorts that are more dramatic than the PC themselves. Remember that gaining a cohort means that the player will permanently be reducing their own share of the treasure (Cohorts get a share of their leader's take) in exchange for a significantly lower-level character to provide minor assistance (as needed) </p><p></p><p>2. If the player takes Leadership, he also takes on a huge responsibility. His cohort, no matter how "roleplayed" exists as much to be protected by him as she does to provide assistance. If his cohort dies, he's pretty much boned for getting a new one. Please don't make her a COMPLETE irrevocable suicidal psycho, or give her too many annoying personality quirks, otherwise, the player might contemplate killing her himself.</p><p></p><p>Also, the cohort should not have a more interesting backstory than the PC. That's not a commandment, that's just a tip. I mean, If the player only dashed off a page or two, don't turn her into her own micro-novel. If she was interesting, she wouldn't be hanging out with a dull PC, no matter how charismatic he is.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2960507, member: 40076"] Well, just two things 1. Don't treat the leadership feat as an excuse to punish the player. It's an oft-overlooked feat which many GMs flat out disallow, and others self-break by making cohorts that are more dramatic than the PC themselves. Remember that gaining a cohort means that the player will permanently be reducing their own share of the treasure (Cohorts get a share of their leader's take) in exchange for a significantly lower-level character to provide minor assistance (as needed) 2. If the player takes Leadership, he also takes on a huge responsibility. His cohort, no matter how "roleplayed" exists as much to be protected by him as she does to provide assistance. If his cohort dies, he's pretty much boned for getting a new one. Please don't make her a COMPLETE irrevocable suicidal psycho, or give her too many annoying personality quirks, otherwise, the player might contemplate killing her himself. Also, the cohort should not have a more interesting backstory than the PC. That's not a commandment, that's just a tip. I mean, If the player only dashed off a page or two, don't turn her into her own micro-novel. If she was interesting, she wouldn't be hanging out with a dull PC, no matter how charismatic he is. [/QUOTE]
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