Re: How good are your followers

From: Mike Holmes <mike_c_holmes_at_...>
Date: Fri, 25 Feb 2005 19:23:10 -0000

>From: "flynnkd2" <flynnkd_at_...>
>If you use followers as AP (extended combat) there are currently
rules
>to kill them off as AP is lost.

There's a deeper issue here. You're supposed to allow for followers to be replaced if killed. So I don't think that killing them solves your base problem. Just what is the problem with 6 followers? Or 180 for that matter? If the player has paid the points for them, why not allow it?

Followers are not "magical", they do have the limits of any NPC. No, they can't jump that chasm when you do, unless they have an ability that would let them do so. Yes, they're a part of the Hero in a way, but not in that way. Think of it this way, if your character has two wounds, and he rolls to heal one up, only one heals, right? Despite the fact that he currently owns two. An ability can only do what an ability can do, it doesn't pertain to everything that the character owns automatically.

In any case, there are limits to what more and more followers can do. In a narrow corridor only one or two can help you fight (if they ask tell them that the augment is only appropriate for the one or two up front). Sometimes they're just not around, and you can't use their abilities. That's part of why you get so much for just a few points when you get a follower. Because the abilities you get from them are limited in these ways.

Saying a follower is not around, or unable to help is akin to saying that the situation in a fight is such that the corridor is too narrow for the character to use his ability "Sideways Dodge". In both cases the narrator has determined the situation, and only the abilities that can be used, can be used. This sort of fiat is a normal part of play. So saying that a follower is out to lunch is just fine if it's plausible.

So the follower rules seem very non-problematic to me.

Mike

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