Trusty sidekicks or office lackey- cohorts and leadership question

Werewolf_26

First Post
I recently introduced two new players to our campaign. Everyone played just fine, had a good time and all, or at least seemed to. Then a player or two when home for the evening and the rest of the players (Out of character discussion) started a long arguement.

The group that I've been running a campaign for since D&D 3E started (the pcs are now 16th-17th level) has had leadership as a feat for a long time. They have their cohorts travel with them into dungeons, on quests, etc. The NPCs assist the players in minor matters, like skills the PCs don't focus on (decipher script, search for traps, etc.) or possess skills or abilities that the party doesn't have (ranger cohort is the best tracker for the party, npc ally wizard was the only arcane caster for about a year and 9 months real time). They have always sought assistance or help from NPCs specialized in fields that they needed help in.

The Two new players are from a different style of playing. NPCs were simply plot devices to get the PCs into Quest A or Dungeon B. They didn't have very many relationships with the NPCs beyond business contacts or targets for termination. They felt that having the "extra" npcs around was a crutch, as they "practically had another party waiting in the background, so there wasn't really any threat to the party at any time."

After stating this, one of the two players began a 10 minute rant of how the party had to leave the dungeon because he was out of high level attack spells (but still had at least 2 fully charged offensive wands).

I think the arguement was something that we can easily work through, but it made me think about how other groups run their allies and cohorts.

My question is how does other parties deal with NPCs. Do cohorts valiantly travel with their leaders, toughing out the same hardships; or do they meet the leader and stay out of the way, at home, feeding the pet dragons or whatever?

Also, as far as running the cohorts, do you or your dm run the cohort? Is it mostly run by the Player, with the dm stepping in every now and then, or is the cohort a dm run npc with the player having more in depth knowledge on him or her?

Werewolf_26
"Red Wizard needs food badly."
 

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Player run (though DM steps in once in a blue moon should something seem out of character for the cohort).

As for what they do, they are trusted side kicks that go everywhere and face the same dangers. After all, when you are inspired by a leader, you don't sign up to be his house servant while he's out of town 9/10s of the year - you are more likley going to want to be there with him.
 

In my world, if a 9th level party brings along their 7th level cohorts or god forbid, their henchmen, then the next 11CR critter that comes their way is gonna eat might well before they kill it. Better to leave them back home guarding the party's manor and lands (and be nice juicy plot devices).

YMMV :)
 

I've always thought of the relationship between cohorts and PC's as the same as the Xena/Gabrielle or Hercules/Iolious deal. Or even Jedi/Padawan or Batman/Robin.

A hireling would stay back at the castle mucking out the dragon stables for 3 silver a day.

A cohort would go adventuring side by side with their mentor for a half share of the loot.

I feel that a cohort would share in most of the risks, but also have the PC act as a safety net if the cohort got into too much trouble. I also don't see anything wrong with the players running the Cohorts themselves in side games when their main characters are making magic items or doing research.

I do however draw the line at cohorts having cohorts.
 

No cohorts yet, but I've done allies (willing and otherwise). The student of the elf wizard is typicallyl eft at home, so far, to do student things and spy on certain people.

The 'former' Bandit they ran into, got clues from, then 'recruited' (as in, do what we say or we kill you). I typically run him since he's not very active in combat unless given no choice and he's not nearly on the group's level in terms of fighting. It works pretty smoothly.
 

I've had a problem with the Leadership feat in my group. I often want my characters to have the feat but the other players can't stand the idea of having a cleric stand by in the background whose only function is to heal me. Still, this is not my motive for wanting the feat. I like the idea of high level characters attracting followers and I also encourage players to pick it when I DM.

When my wizard hit 15th level I thought to myself that I would get the feat no matter what. I created a Giant Owl and advanced it by hitdice until it suited a leader of my status. The owl now has a wingspan of 26 metres (~30 yrds).

The idea behind it is that the owl can't accompany me into the dungeon but it can carry me there and home again. This is good because it means I won't have to teleport everywhere (something I think destroys the spirit of the game) and also it means that I can have aerial encounters (something I think is the very spirit of the game.)

I've drawn up the owl but the DM haven't added it to the campaign yet. I've even advanced to 16th by then and still there is no owl in sight. I'm really looking forward to meeting my cohort. Now, I only need a wand of reduce so I can keep him on my shoulder as a familiar ;)
 

I allow some, just in case the PC gets killed, enter Fred, but most are hired for support, travel to dungeon, guard wagon/camp. That sort of stuff, they are not cannonfolder.

Now some ways I use the henchmen of the PCs is as contacts. People that are buddy-buddy with the PC that they can go to for aid or information. People that they can draw on at a given time.

Now for my mean DM side, I have had henchman go bad. Picking one to become a leader, then talking the others into robbing the PCs when they come out of the dungeon. I needed a quick and dirty follow up adventure to get the adventures to another location. :)
 

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