| savageplay |
I have played in several games both as a player and as a DM with the Leadership feat with no problems. But as a group we all agree that Leadership is more about the roleplaying then the min/maxing. We all joke around that it is both the toughest and the weakest feat at the same time.
But here's a few things that we all agree on. Cohorts/animal companions do NOT steal our glory. They are (if present) doing things such as
1. in the back doing roles like rear guard (an important but boring role) And protecting the spellcasters from anyone that tries to charge them. (so again they MAY never act in a fight, but our spellcasters don't look like they are a free meal). This is also great because we don't' have to care about 'formation' too much, because the spellcasters always have some form of body guard.
2. holding there actions to possibly counter 'extremely deadly' spells (so a spell caster cohort may not act in a whole fight, because they MAY have to counter something)
3. Backup warriors if someone goes down, they can fill in a spot to hold the line (this is rarely done unless it's a crazy tough fight)
4. heal fallen/hurt characters. If someone needs a potions, or other healing in combat, our cohorts can do that so it's not a PC's action (cause lets face it, who WANTS to spend there action saving a character, though it NEEDS to be done). So this keeps the group doing more 'heroic' actions.
Followers...well most followers stay at the base to do other work, occasionally followers may come along to do light (non combat) duties. or if we need some extra firepower for xx fight (I allow PC classes as followers, so the group has on occasion brought a few 5th level wizards along to cast fireballs)....from WAY far away...then they run/leave