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The problem with Cohorts !!
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<blockquote data-quote="Barcode" data-source="post: 887798" data-attributes="member: 3165"><p>Two of my players have taken cohorts in my game, and it was generally pretty fun. The downside is that the party got really too big (6 PC's and 2 cohorts, plus an occasional plot-driven NPC or two tagging along). For GM's who are comfortable running large parties, I don't see where it would be a problem.</p><p></p><p>I create the cohort character, but I do allow the player to give me a wish list, and I do my best to accomodate them. One player requested something specific, and I gave him what he asked for (A Devoted Defender - the PC is a bard with a lot of false bravado and needed someone big and dumb to hide behind and boss around). However, I built some secret plot hooks into the character's background.</p><p></p><p>During play, I roleplay the cohorts as NPC's to give them personality, but the player decides his actions and runs them in combat. I do reserve the right to overrule the player's directives if I feel he or she is having the cohort do something distinctly out of character. The interaction is usually done in character, and has provided some of the most entertaining exchanges in the game.</p><p></p><p>So, I am fine with the cohort rules. I think they add to the game, if done properly. The biggest drawback is that too many cohorts can grow the party to an unmanageable size.</p><p></p><p>Also, Hackenslash, you really need to reread the rules on Leadership. The cohorts are always lower level, and they advance at half the rate of the PC's, so they get further back as time goes on. Neither of my players have dismissed his cohort yet to get a higher level one, but I can see that as a potential problem not unlike the Animal Companion.</p><p></p><p>Fortunately, the characters keep on dying and losing levels, so the cohorts have not fallen that far behind as yet.</p></blockquote><p></p>
[QUOTE="Barcode, post: 887798, member: 3165"] Two of my players have taken cohorts in my game, and it was generally pretty fun. The downside is that the party got really too big (6 PC's and 2 cohorts, plus an occasional plot-driven NPC or two tagging along). For GM's who are comfortable running large parties, I don't see where it would be a problem. I create the cohort character, but I do allow the player to give me a wish list, and I do my best to accomodate them. One player requested something specific, and I gave him what he asked for (A Devoted Defender - the PC is a bard with a lot of false bravado and needed someone big and dumb to hide behind and boss around). However, I built some secret plot hooks into the character's background. During play, I roleplay the cohorts as NPC's to give them personality, but the player decides his actions and runs them in combat. I do reserve the right to overrule the player's directives if I feel he or she is having the cohort do something distinctly out of character. The interaction is usually done in character, and has provided some of the most entertaining exchanges in the game. So, I am fine with the cohort rules. I think they add to the game, if done properly. The biggest drawback is that too many cohorts can grow the party to an unmanageable size. Also, Hackenslash, you really need to reread the rules on Leadership. The cohorts are always lower level, and they advance at half the rate of the PC's, so they get further back as time goes on. Neither of my players have dismissed his cohort yet to get a higher level one, but I can see that as a potential problem not unlike the Animal Companion. Fortunately, the characters keep on dying and losing levels, so the cohorts have not fallen that far behind as yet. [/QUOTE]
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