Cadfan said:Ok, there's actually... three different situations here, I think.
1: Individual cohorts. This is the Paladin with Leadership who brings along his acolyte shieldbearer Jort the Dullwitted. This also includes single animal pets.
2: Allied hordes. This is when the party recruits 10, or 100, or 10,000 guardsmen to help them storm the enemy's stronghold.
3: Summoned animals and monsters.
I'd come up with a similar division, but I have a fourth category--Followers. The classic example is the 3.X evil cleric who runs around with four times her level in Hit Dice of skeletons. These are typically allies you've used "character power" (that is, your mechanical in-game abilities) to get, and they're either fairly durable or can be replaced quickly when they die, so you expect to keep them with you long-term.
Individual Cohorts. IMO, the main challenge here is power level. One cohort doesn't generally slow the game down badly enough to be a problem, but they usually add a lot of power to their masters. Leadership in 3.X was, for my money, the single most broken feat in the game (unless you count Epic Spellcasting).
I think I would address this by creating "cohort classes," kind of like NPC classes. Cohort classes would be simplified, so they take less time to run and level up than a full PC.
Then say that when you would normally level up, you can instead declare that you're getting a cohort. From that point on, you have a "level adjustment" of +1. The cohort classes will be balanced so that at any given level X, the power of a level X player plus level X cohort is equivalent to the power of a level X+1 player.
Allied Hordes. These are typically short-term and obtained through roleplaying; they can be dealt with cinematically. Either have them square off with the bad guy's hordes, or just declare that they provide a flat circumstance bonus to the PCs and clutter up the battlefield but don't actually get any actions of their own.
Summons. For summons, I favor the "spend your action to control your summons" approach.
Followers. These are trickier, since there are both power and gameplay issues involved. I guess I'd go with using the cohort system I outlined above, and treating all of your followers sort of like a single cohort. They get one collective action per round, although that action's effect may be distributed--for instance, if your followers attack, then you declare which creatures are being attacked by which followers and make a single attack roll. Any creature whose AC is low enough to be hit by that attack roll takes X damage for each follower that attacked it.
Or, just make it so the followers can act, but their attacks are so weak that 99% of the time their best tactical option is to provide a circumstance bonus to the PCs.
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