| 4th Dimension Games |
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What's a GM to do when a player can't make the game but his character is needed for the story to continue? 4th Dimension Games discusses an option we call Cardboard Mode on our Blog.
Let us know what you think!
www.4th-dimensiongames.com
For Gamers By Gamers. Level up your game!
| Azure_Zero |
What's a GM to do when a player can't make the game but his character is needed for the story to continue? 4th Dimension Games discusses an option we call Cardboard Mode on our Blog.
Let us know what you think!
www.4th-dimensiongames.com
For Gamers By Gamers. Level up your game!
Interesting....
| 4th Dimension Games |
That's a pretty good system you got right there and gave me an idea on how to make cohorts and companions useful without letting them become time consuming.
Thanks DM_aka_Dudemeister. Hadn't thought of cohorts and companions but that's an interesting idea. Treat them as Card Board NPCs who can be invoked for an effect based on their area of expertise. Do you see this as applicable for combat (where currently cohorts and companions are simply treated as NPCs on the PCs side) or mainly for non-combat application?
www.4th-dimensiongames.com
For Gamers By Gamers. Level up your game!
DM_aka_Dudemeister
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This is the house rule as I presented it to my Kingmaker players.
Cohorts of Kyshahn
With Kingmaker continuing at a good clip, and now that your heroes have hit level 7 it's time to consider leadership and its implications. Since we have only short sessions and so many of you wanted Leadership I was kind enough to give it away for free. That's because I'm nerfing the feat beyond recognition. Sorry gang, that's the way of it, but that isn't to say you will gain no benefit from the feat.
Choosing a Cohort
At the beginning of each session the group may choose a cohort to take along with them on the quest. This cohort can either be an NPC the PCs have befriended or a secondary PC the players feel might be useful for the night's adventure. If the party wants a cohort but is unable to decide then that decision is left to the Baron.
During certain sessions the GM reserves the right to choose the Cohort for you, in order to serve the story.
After the Cohort is chosen each character gains a Cohort Token. If a player has established a romance, has a particularly close friendship or the cohort is a secondary PC of that player, that character gains 2 Cohort Tokens.
Cohort Tokens
During the adventure any player may spend a Cohort Token in order to have the Cohort take an action revolving around their area of expertise. A Cohort may only take 1 action a round no matter how many tokens get spent.
Example actions:
Skill Check: A cohort can attempt a skill check that is within their area of expertise. (Hollow can make any knowledge check, Jhod can make a Diplomacy check or knowledge (religion), Kesten could make a knowledge (tactics) check, Jugjug could make a Perception or Disable Device check, Simba might make a survival check to follow a scent etc).
Attack or Maneuver: A Cohort may use their full compliment of attacks, or make a Combat Maneuvre. If you've brought a cohort and don't have the stats handy then this attack deals 1d6+APL damage and has a bonus to his equal to APL. Otherwise it uses the cohort stats (this ecnourages you to bring the sheets of any character you plan on taking along).
Cast a spell: A Cohort may cast any spell from their list, even if the cohort doesn't have the spell known. The maximum spell level is equal to half the APL. Story wise if the NPC doesn't have a spell then they just happened to have a note squirrelled away.
Emergency Extraction: An unconscious character can spend a Cohort token to have the cohort drag them out of danger, taking an action to stabilize the PC.
Use a Class Feature: The NPC may use a class feature available to a character of their class level. Their level is always APL-1 (even if they are a secondary PC). (Examples: Jhod can Channel Energy, Hollow can Command Undead, a bard could Inspire Courage etc).
The Kicker
If a second PC spends a Cohort token on any action it adds +10 to the Check/Maneuvre or Spell DC. Multiple PCs can spend their token essentially allowing the cohort to "take the spot light" with a spectacular and unstoppable move.
Understanding the Rule This rule means that I don't have to spend a ton of time prepping and deciding NPC actions/spells etc. The party members gain a benefit for their leadership feat. Finally it means if a player is missing but I had planned for their character to be part of the adventure we can make them a cardboard PC. Let me know your thoughts in the comments :)