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The problem with Cohorts !!
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<blockquote data-quote="Azul" data-source="post: 891847" data-attributes="member: 11779"><p>Ugh, the leadership feat... reminds me too much of the old 1st edition "summon the barbarian horde" problem.</p><p></p><p>In our campaign, we tend to be pretty restrictive on allowing the leadership feat. First, it has to fit the character's current evolution. And antisocial rogue will not be allowed leadership, no matter what his level. The rogue who is actively trying to organize a gang or thieves' guild probably will.</p><p></p><p>We use cohorts more as senechals than sidekicks. We have a high player count and no one in our group is interested in adding even more characters into the party unless absolutely necessary. Instead, player cohorts "hold the fort" and act as a proxy for a character with leadership, running whatever organization/holdings the character has.</p><p></p><p>In one campaign, one player was a pirate, so her cohort was her first mate and her followers were her crew. When we went ashore to adventure, the cohort would take command of the ship and we knew it was in good hands.</p><p></p><p>In that same campaign, the cleric eventually built a small temple and took leadership. His cohort was the resident high priest at the temple he founded and the followers were the other clergy and staff.</p><p></p><p>Use in this way, the leadership feat provides the player with a trustworthy cluster of NPCs which he can entrust non-portable holdings to, rather than a small military unit that follows him everywhere.</p></blockquote><p></p>
[QUOTE="Azul, post: 891847, member: 11779"] Ugh, the leadership feat... reminds me too much of the old 1st edition "summon the barbarian horde" problem. In our campaign, we tend to be pretty restrictive on allowing the leadership feat. First, it has to fit the character's current evolution. And antisocial rogue will not be allowed leadership, no matter what his level. The rogue who is actively trying to organize a gang or thieves' guild probably will. We use cohorts more as senechals than sidekicks. We have a high player count and no one in our group is interested in adding even more characters into the party unless absolutely necessary. Instead, player cohorts "hold the fort" and act as a proxy for a character with leadership, running whatever organization/holdings the character has. In one campaign, one player was a pirate, so her cohort was her first mate and her followers were her crew. When we went ashore to adventure, the cohort would take command of the ship and we knew it was in good hands. In that same campaign, the cleric eventually built a small temple and took leadership. His cohort was the resident high priest at the temple he founded and the followers were the other clergy and staff. Use in this way, the leadership feat provides the player with a trustworthy cluster of NPCs which he can entrust non-portable holdings to, rather than a small military unit that follows him everywhere. [/QUOTE]
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The problem with Cohorts !!
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