I'm A Banana
Potassium-Rich
MO said:I don't want to make 30 rolls for my followers each round of combat.
What makes you think that people with mooks won't be able to make use of mook-rules (or to use 4e terms, that people with minions won't be able to make use of minion rules) for resolving these quickly?
Abstracting the character's action (while still giving them an impact) is pretty useful.
Twin Bahamut said:Cohorts are all of the PCs' NPC allies, hired muscle, and other independent beings. Frankly, I don't think these kind of characters should be tied to PC character creation at all, and I think things like the Leadership Feat in 3E were a serious mistake.
I disagree, mostly because the idea of having an effective sidekick who can hold his own is a really cool idea. As a DM, it allows me to add a lot of richness to the world, to give the party a "near-premenant" NPC, and it allows the PC who has such a guy along to add dimension to his character's relationship to the world (are they a hired mercenary? are they your backup singer? are they your lover?).
1) Companions are always assumed to be in the PC's square in combat. 2) Companions offer some passive benefit (like a bonus to certain kinds of skills) while they are with their PC. 3) By using a minor action, a PC can direct his Companion to use one of its Powers to help the master. 4) Companions are acquired through feats/class abilities, and can't be obtained by just buying one. 5) A character can only have one Companion.
Not bad, though I think the "use a minor action to use a power" means that, again, a character with a companion will have more actions per round than a character without one, since they're basically spending a minor action to gain a "standard" action from a limited selection. And this doesn't really solve the problem of cohorts ("getting rid of them" isn't an ideal option for me).