Re: Re: Follower abilities

From: Graham Robinson <graham_at_...>
Date: Mon, 18 Feb 2002 13:39:59 +0000

> > Followers die easily. If all the APs provided by a follower for a
>contest are lost (even if the contest is not!) the follower is GONE.<
>
>Presumably you are suggesting this as a rules change (AFAIK followers
>suffer one level worse on a defeat in an extended contest)? I'm not
>sure this helps - after all followers are replaceable by their nature.

All my suggestions were meant as rules changes/house rules/twists. A lost follower also (at least in my game) can only be replaced at an appropriate break in the action, and between sessions. (i.e. If you are stuck in the hero plane/snakepipe hollow/homeward ocean between sessions, you can't replace that dead/seriously injured follower.)

>I remain happy with treating followers, whose abilites vary over
>time, as AP batteries and off-stage helpers. Allies can act on-stage.
>Otherwise the optimal Hero Wars character has but one ability of his
>own, and a host of followers. That is just not the style of game we
>are happy with. YMMV.

I agree to a point with you about the problem. I've emphasised the difficulties of followers enough that it isn't a major worry in my campaign, but I can see how it easily could be. There are many house rules I can see providing partial solutions, while still allowing them to fill reasonable holes in the characters skill set. One that just sprang to mind is for the GM to issue each follower with a flaw, also at best skill -12...

Cheers,
Graham

-- 
Graham Robinson
graham_at_...

Albion Software Engineering Ltd.

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