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The problem with Cohorts !!
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<blockquote data-quote="Sir Whiskers" data-source="post: 887735" data-attributes="member: 6941"><p>In my current campaign, we just had a character select leadership as a feat. This is how we've handled it so far:</p><p></p><p>1) The player was not allowed to create the cohort. I created an npc, based on the character's background, and had her show up in an adventure. The cohort is (based on the chart in the DMG) one level below the character. </p><p></p><p>2) Since I wanted to test the mystic theurge rules, the cohort is a Cle3/Wiz3/MT1. If we find the MT is unbalanced, it's easier to replace/rework a cohort than a pc. Also, since the party has no cleric, this allows them to have a modicum of healing without forcing a player to run a cleric.</p><p></p><p>3) In most cases, the player runs the cohort during encounters (basically the player has two characters). If I disagree with any action, I can take over the cohort temporarily.</p><p></p><p>4) If the pc ever decides to let her cohort go, then she can get another - after a suitable amount of time, when it fits the campaign. The details will depend on how it's roleplayed by the player. I can see situations where it fits the story for the current cohort to leave, and I wouldn't punish the pc for this.</p><p></p><p>The only problem I see so far is that the player now takes up twice as much time in combat as other players. For this reason, I'm encouraging creating standard strategies for the cohort, so her actions will take little time from the other players.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 887735, member: 6941"] In my current campaign, we just had a character select leadership as a feat. This is how we've handled it so far: 1) The player was not allowed to create the cohort. I created an npc, based on the character's background, and had her show up in an adventure. The cohort is (based on the chart in the DMG) one level below the character. 2) Since I wanted to test the mystic theurge rules, the cohort is a Cle3/Wiz3/MT1. If we find the MT is unbalanced, it's easier to replace/rework a cohort than a pc. Also, since the party has no cleric, this allows them to have a modicum of healing without forcing a player to run a cleric. 3) In most cases, the player runs the cohort during encounters (basically the player has two characters). If I disagree with any action, I can take over the cohort temporarily. 4) If the pc ever decides to let her cohort go, then she can get another - after a suitable amount of time, when it fits the campaign. The details will depend on how it's roleplayed by the player. I can see situations where it fits the story for the current cohort to leave, and I wouldn't punish the pc for this. The only problem I see so far is that the player now takes up twice as much time in combat as other players. For this reason, I'm encouraging creating standard strategies for the cohort, so her actions will take little time from the other players. [/QUOTE]
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The problem with Cohorts !!
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