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Old 07-10-2018, 06:22 PM   #11
Skarg
 
Join Date: May 2015
Default Re: New Followers / Monster Followers

Quote:
Originally Posted by ecz View Post
Anyway I do not see how the game improves with the elimination of two talents. At worst they are left unused in the manual, but they do not hurt and do not disturb.
My concern is mainly new GMs expecting the rules to work well as written like they mostly do, but then a PC wants to take over powerful NPCs with this, use them for fodder or to get them killed to loot them, replaces them to fill his stable in every town, etc. It at least wants some note about what the limits should be.

ST 9
DX 9 armor
IQ 14
Charisma (2), New Followers (2), Monster Followers II (2 + 2), Tactics (1), Master Physicker (2 + 2)

Beginning character starts in a town, spends a couple of days wandering about looking for the best NPCs to make friends. Then spends time making friends with them, making 4/IQ rolls until he has 7 more characters to run. Likely to work on various monsters too.

If GM'd well, it actually sounds like a cool/fun strategy to me, and is actually like what my players have often done (one party had about 20 NPC followers/allies at one point.), but not if done with a simple 4/IQ mechanic regardless of who you're enlisting. The problem is the unqualified "you can roll 4/IQ to take over anyone of your race and make them your character" mechanic, with no tips for new GMs about limits or ways to make that interesting and logical and not unlimited/gamey.
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