Still no rules for Leadership, huh?

malcolm_n

Adventurer
Alright, we're quickly approaching year 3 in the life of 4th edition. Still, there are no WotC rules for followers; a'la the leadership feat. Since I've yet to see a system that I could agree with/enjoy, here's one I've been toying with.

**Things to remember**
1) The person wanting a follower/partner isn't (or shouldn't) be concerned over the complexity this would bring to the game.
2) The person still must understand and follow the economy of actions. I'm sorry, but it's a hard and fast thing that exists in the 4e ruleset, so I'll be holding to it.

Benefits of Leadership
1) You have another body on the field of combat to take damage.
2) You have some added versatility in your choice of minor and standard actions.
3) If you or your companion are stunned and the other isn't, you still have something you can do on your round.

Detriments of Leadership
1) You have to spend feats to improve your companion and only some of them also benefit you.
2) You and your companion are bonded by morale and suffer when the other is harmed.
3) Your companion is not a full character with a complete list of class features.

With that said...

LEADERSHIP
Tier: Heroic
Benefit: You have a stalwart companion or follower who joins you in your travels. Choose a class specific multiclass feat. Your companion is that class and has access to the benefit of the chosen feat. When you create your companion, use the following rules.
Special: This feat does not exclude you from taking a multiclass feat of your own. However, you can still only take each power swap feat once, unless otherwise noted.

[sblock=Companion Rules]Gaining a Companion: You gain the allegiance of a companion when you take the Leadership feat. Your companion's class is based on the multiclass feat you choose. Statistically, the race of a companion does not matter.

Companion Ability Scores: Your companion has no individual ability scores. Instead, companions make use of "assumed scores" when making important rolls and checks.

Hit Points and Defenses: A companion has typical hit points for a character of the chosen class. Your companion adds the following to his 1st level hit points, instead of a Constitution score (which means this number doesn't count as his Constitution score with powers, etc). Your companion uses your healing surges when healed or utilizing second wind.
- Defender 15
- Striker/Leader 13
- Controller 11
Defenses are handled in a similar fashion. If your companion's class grants one of the following bonuses to a defense, apply the adjusted bonus instead. Your companion still gets 10+ half level to defenses, as would be typical of a character. All companions get a +2 to AC when not wearing heavy armor base.
+0 - +1
+1 - +3
+2 - +5

Class Features:
Your companion has access only to class features granted by the multiclass feat you select. As when you multiclass, you can grant your companion more features by picking other class-specific multiclass feats (For example, if your companion is an avenger, you can pick the channel of vengeance feat, even if you yourself are not paragon multiclassing as an avenger. The feat, however doesn't apply to you unless you are.)

Level: Your companion's level is equal to your own. This only matters when adding 10 + half level to the companion's defenses, skills, etc (just like a normal character).
- At level 21, add +1 to everything involving the "ability scores" of your ally.
- At levels 8, 18, and 28 choose one of the following. you can choose the same option more than once.
Attack-Oriented: +1 attacks and damage
Skills-Oriented: +1 to skills related to class key abilities.
Defense-Oriented: +1 to AC when not wearing heavy armor and +1 to F/R/W.

Starting Powers:
Your companion can only make basic attacks or use powers granted by the multiclass feat you picked as defined by that feat.

Extra Powers: You can grant your companion more powers by picking up the power swap feats or other multiclass feats available to your companion's chosen class. When you pick a power swap feat to grant your companion a new power, you do not lose a power of your own to do so.

Skills: Your companion is trained in skills as any character of that class would be and gets the +2 bonus as per the multiclass feat. In addition, your companion gets a +3 bonus to any skills related to the chosen class's key abilities.

Feats: Your companion gains the benefit of all feats you have which are not class specific (unless you share a class with your companion). This means you can take Toughness and apply it to your hit points as well as your companion's. The reason behind this is that your companion follows you for a reason and wants to emulate you as best he/she can. Note that your companion does not count as actually having the feat (to clear up issues with tribal feats).

Combat: In combat, you can move your companion when you move, but must give up your own minor and standard actions to allow your companion to use them. Your companion takes up the space of a medium humanoid.
Your companion has an assumed +3 bonus to attacks and damage (plus any bonuses from feats you possess or benefits described above). If a power asks for a second stat, your companion has an assumed bonus of 2.

Morale: This is why your companion uses your healing surges instead of its own. When one of you is harmed, the bond between you becomes strained. The first time you are bloodied during an encounter, your companion takes damage equal to its healing surge value (1/4 hit points, as expected). The first time your companion is bloodied during an encounter, you take damage equal to your healing surge value. This works both ways, so if you are each bloodied at the same time, or one becomes bloodied as a result of the added damage, the other still takes the extra damage.

Equipment: Your companion has magical equipment with an enhancement bonus of 1 less than your own. So, if you have a +5 sword, +3 armor, and +4 necklace, your ally has a +4 weapon or implement, +2 armor, and +3 neck slot item, respectively. Your companion's equipment is always base magic with no daily power or features. In the case of two-weapon wielding companions, assume the off-hand weapon has the same enhancement as that in the main hand.

Paragon Leadership: You can use the rules for paragon multiclassing to improve your companion. When you do, you apply any benefits of doing so to your companion without sacrificing your own choice in powers or abilities, but you also don't gain any extra powers at 11, 12, or 20 for yourself.[/sblock][sblock=example companion]David the Cleric Level 20

Associated Feats:
Initiate of Faith, Novice Power, Adept Power, Acolyte Power, Channel of Faith
Companion Benefits:
David chose Defensive-oriented at 8 and 18
Hit Points: 120, bloodied 60, surge value 30

Defenses:
AC 33, Fort 27, Reflex 27, Will 31

Attacks:
Holy Symbol +17 to attack, +7 damage; Morningstar +19 vs. AC, d10+ 7 damage, critical d10 + 17

Basic Powers:
Healing Word (1/day feature from feat), Channel Divinity Divine Fortune and Turn Undead (feat), Sentinel Strike (Clr 17), Hallowed Ground (Clr 16), and Purifying Fire (Clr 15)

Paragon Leadership Powers: Strengthen the Faithful (Clr 7), Mass Cure Light Wounds (Clr 10) and Indomitable Spirit (Clr 19).

Skills:
Diplomacy 18, Heal 18, Insight 18, Religion 20. David gets a +3 bonus to Strength, Wisdom, and Charisma related skill checks and a +2 to religion because of the Initiate of the Faith feat.[/sblock]If you have questions, comments, or spot something I've missed, let me know.
 
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I suspect that if someone wanted a cleric follower, they'd be pretty disappointed if the follower could only heal once a day.

This is going to sound a little crazy - but I think I'd be tempted to model Leadership as a paragon path, not just a feat.
 

I could see following the same concept as paragon multiclassing, but applying any benefits therein to your (as above) companion. As yourself, you sacrifice focusing to have a stronger companion than others.

And, yes, I do think it keeps it balanced enough without overshadowing the leader in the party to have a dedicated heal for yourself or your cleric companion 1/day. This assumes adding something small to an existing party. If somebody wants full use of healing, they may as well just play a second character. Also, that cleric companion can take beacon of hope or a similar power if you spend a feat on Adept Power.

I'm adding this up above, but wanted to mention it here. When you take a power swap feat to give your companion a new power, you don't actually lose one of your own.
 

Example Companion - Kresh the Barbarian. Level 10

Associated Feats:
Berserker's Fury, Novice Power, Adept Power, Acolyte Power, Toughness (L), Weapon Expertise (L - Kresh chooses axes, his leader chose light blades)

Hit Points:
82, bloodied 41, surge value 20

Defenses:
AC 21, Fort 21, Reflex 17, Will 17

Attacks:
Greataxe +13 vs. AC; d12 + 5 (+7 for one encounter per day) critical d12 + 17

Powers:
Tide of Blood (Bbn 7), Black Dragon Rage (Bbn 9) and Wellspring of Renewal (Bbn 10).

Skills:
Athletics +10, Endurance +8, Intimidate +8; Kresh gets +3 to all Str, Con, and Cha skills (this is already added in here). He also chose +2 to athletics based on his berserker's fury feat.
 
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I really think that gaining followers is best done via roleplay, but that's a playstyle preference. I used the Leadership feat throughout 3.x until near the end, when I finally banned it- it just had too many fiddly bits, slowed play, etc.

One of the great improvements in 4e is the lack of tons of specialized rules that require lots of bookkeeping... this leadership system seems to have too much of that for my taste. That said, keeping to the action economy alone fixes a great many of the issues with 3.x leadership, but I find it dissastisfying on a story level.

I'm not quite sure what to suggest as an alternative, other than "roleplaying/dm fiat", which can be very unsatisfactory if you don't have the right group and playstyle preference.
 

Yes, I happen to agree with you personally. But, I have those in my group who want a follower with "stats." So, this is what I've got and I wanted to post it here for thoughts/suggestions assuming it is going to be used.
 

Yes, I happen to agree with you personally. But, I have those in my group who want a follower with "stats." So, this is what I've got and I wanted to post it here for thoughts/suggestions assuming it is going to be used.

I'm curious - why not use the method described in the DMG2 under Companion Characters? I recently did this for a player who couldn't make it and turned her PC into a 'companion' for the party and it worked wonderfully. I controlled her as an NPC during combat and skill challenges and the truncated power list meant it was easy to decide what she could and would do. I see no reason you couldn't make up companions for your group to recruit. if they really, really need hard and fast rules for doing so make it a skill challenge to find these followers/recruits.
 


Oh? I confess I haven't been able to afford dmg 2 yet. Are they decent rules? I'll have to take a look

They're pretty simple, imo but seem to be working very well. Basically you work out defenses like you would a monster based upon the role of the character (the one I made was a striker) as well as HPs. You then select (for Heroic tier companion characters) one at-will, one encounter, one utility and one daily power for them to use. Attack bonuses work out to 4 plus ability mod plus weapon proficiency plus 1/2 level. Damage is calculated normally but the CC gets a bonus to it equal to 1/2 their level. Also each role gets a special ability as well. Racial abilities are kept. The CC then gets 2 trained skills (they recommend one skill the party is already good at and one they are not) with bonuses determined as normal. Other skill bonuses are also determined as normal. Equipment is mundane as it is assumed the CC doesn't use or get magical equipment (you could, of course, easily change this). As far as how PCs get a companion they mostly leave it up to the DM.

Hope that helps.
 

Oh? I confess I haven't been able to afford dmg 2 yet. Are they decent rules? I'll have to take a look

Its a slightly polished up replacement for the NPC rules from DMG with some fixes to improve their interactions with the party and simplify them even a bit more. Works quite well.

I agree with others, there's not a lot of need for structured leadership rules. For one thing exactly what's appropriate will vary a lot from one game to another. Some groups may have no issues with players getting several turns per round for example. My experience with morale systems too is they never seem to work very well. I think its better for the DM and the players to RP that sort of thing and use CHA checks or certain social skill uses in specific situations. The type of relationship between the PC and the NPC means a huge amount and no rules can really cover that adequately.
 

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