[Everyman Gaming, LLC] What Perks Do YOU Want in Leadership Expansion I?


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Hello, everyone!

I've started hammering out the basic ideas for the next crop of Leadership Perks that are set to appear in my first expansion product to the Leadership Handbook, the not-for-a-few-months title, Leadership Expansion I! I'm hard at work creating cool perks that will let you really hone in and define yourself as a leader, but before I get TOO entrenched into the design process, I gotta know:

What perks do YOU want to see? Throw some table experience at me; what perks would have been awesome in your home games? What sort of Leadership tactics have you seen in TV and movies or read about in books and plays, but can't replicate in play? (This is actually where the idea for a perk that lets you maintain two Leadership Roles at the same time came from; throughout history, there are TONS of people who have acted both as kings and as heads of state.)

So, tell me what YOU'd like to see and I'll do what I can to make it happen. If you've never heard of the Leadership Handbook before, You can check it out here at Paizo! I recommend reading the reviews for that product; there are some great, informative ones to see there.


Alex, big fan of your work here. Running a high level / mythic game that's currently incorperating your system and about to start anouther at 7th level with a whopping 7 pcs using the kingdom building and downtime rules. We're looking at using your perk system there too and considering that this game is planned to be a many year/long term campaign we should be able to offer plenty of feedback over the next few years. I'll get my brother to sound off on this thread as well. That being said, I'll start scratching my brain tonight for some ideas/suggestions.


Actually, I've got two already.

First, our 7th level campaign deals with Dwarven resurgance and an attempt to reclaim / unite the sky citadels of golarion. As such, a lot of time will pass in game, especially since we're doing kingdom building rules. Eventually our initial party may pass away/retire and hand off the reigns to a second generation of player characters. Would be neat to see more focus on family members as cohorts / followers and the potential ability for them to become replacement PCs. My spouse and I for example are playing a middle age pair of Dwarves that lead a small clan (Runehammer) which specializes in clockworks and worship Brigh. We like the idea of making our children our next set of PCs when the time comes.

Second, might you adress the leadership feat by having it give 1-2 extra perks? I say this because some classes like the cleric with the leadership domain gained it as a bonus feat and are now weakened by its loss. If you adressed that in the first pdf I apologise, but I currently lack my copy before me, though rest assured I will check it to make sure tonight

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Lurion Coravoss wrote:

Second, might you adress the leadership feat by having it give 1-2 extra perks? I say this because some classes like the cleric with the leadership domain gained it as a bonus feat and are now weakened by its loss. If you adressed that in the first pdf I apologise, but I currently lack my copy before me, though rest assured I will check it to make sure tonight

This is a good idea. I can make that happen.


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Racial perks! More perks for people who don't want cohorts/followers. (Hey, almost every table has one of those guys, right?) Perks for the air! Perks for the sea! I second the option for perks for dynasties. Technology perks! Pact Magic perks! Psionic perks! Story-perks! (Perks that work like story feats, unlocking their full potential once a given task is accomplished!)
...
will ask my group for more. ;)


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Agreement from me on dynastic perks, I'll also second EZG's request for more loner perks (there's always one). And racial perks. Perks that behave like teamwork feats with your cohorts and followers, perhaps. Perk-trees, with bigger benefits for chaining certain perks. Hyper-specialised perks so that if your followers are part of an organisation you get a benefit.


I have to second what Lurion, Endzeitgeist, and Chemlak have all said, they have some great ideas there. I'll have to go through the Leadership Handbook once again for some more ideas myself. I especially like their ideas about loner and dynastic perks; and maybe there could be room for a few more mass combat perks? I'd love it if they could be made to work with the rules from the 'Ultimate' series of PDFs/books from Legendary Games but that's probably asking for too much.

Whatever we get, I'm looking forward to it.

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One of the take-aways that I'm getting here is more perks that interact with combat mechanics. Is that a correct assumption? When I originally designed the perk system, I tried to divorce it from standard power-based rules so it wouldn't be seen as a flat power-up for PCs.


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Alexander Augunas wrote:
This is a good idea. I can make that happen.

Glad you liked it. ^_^ And its good to see weighing in as always there Chemlak. You throw some interesting ideas there. Never thought of perk chains but those could be neat, might be hard to pull off though. Racial perks might be cool too.

Teamwork feats with perks would actually be very nice. Unless a class has them as a bonus feat I've never known anyone to take them outside of me and my brother for cooperative spellcasting. They're nice, but few of them are worth two or more people sacrificing precious feat slots, or that at least seems how everyone I've talked to about them seems to view the whole of that particular sub-system. Allowing the party to get some of them or even enhance a few with perks might make them more appealing however.

As for the loners, I have no problem with them getting a few more perks, because they really are missing out when opting not to use followers/cohorts. I've sort of come to see the leadership deal as an extra subsystem just like downtime or kingdom building. The fact that you've made it so that it can mesh well with those systems makes it even more awesome. If I'm doing a game with downtime but no kingdom building I just tell players don't take any kingdom perks. Its that simple. But with that in mind, not every PC is going to want to invest in kingdom building, or downtime, or even followers/cohorts. So how do you keep them feeling not left out while everyone else is getting cool stuff? Loner perks. I would however add in a bit of warning to DMs that this is meant to please a niche, not the whole. If most are all but one of your PCs are taking the loner perks, they might want to just not use the system. Unless they want to give their players an arbitrary power boost that is, but there are plenty of other ways to do that; extra stat points, extra feats, bonus gold/items, gestalt, and more.

More mass combat would be cool too. I've been a but busier tonight than I initially thought, so I'll think about some specific ideas like my earlier suggestion tomorrow.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I would like to see more Downtime Perks.

We do not use the kingdom building often, but we do like using the downtime rules for running businesses and organizations.

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remoh wrote:

I would like to see more Downtime Perks.

We do not use the kingdom building often, but we do like using the downtime rules for running businesses and organizations.

Cool. In your experience, what would you say is missing from the Downtime rules?

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