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<blockquote data-quote="Brakkis" data-source="post: 6807128" data-attributes="member: 6808957"><p>The DM doesn't control the pet entirely, just what it will attack. Once you set it loose with <em>Unleashed</em>, it runs on instinct. To account for this, say there are 4 enemies. The DM will assign each enemy a number from 1-20. Now you could roll a d20 and if you land on 1-5, the pet goes for Creature 1. You roll a 11-15, the pet attacks Creature 3. I was thinking of having the DM roll that d20 or you could and just say your number and the DM will say "Okay your pet attacks -----".</p><p></p><p>The intended use of this is that you have two methods by which you can utilize the pet. You can continue to use the pet in combat the way it's written in the PHB which gives you greater control of the pet's targets and movements, as well as being able to call it back to you in the event it's life is in danger -or- you can use a bonus action to initiate <em>Unleashed</em> and set it off into the fray (Only have to use the bonus action once, after that it's going on it's own into you bring it back under control, or combat ends). It won't run if it's hurt, it won't run to help others if they are hurt. It's focused purely on attack. Which is why, if it's in really bad shape at some point and you want to save it, you've got to use a full action to bring it out of that feral state and call it back to you.</p><p></p><p></p><p></p><p>I sort of felt that adding <em>monstrosity</em> creatures to the pet table and keeping share spells felt too OP. It was one of those "It would have to be one or the other" feelings. If others feel that Monster Tamer and Share Spells aren't too much, let me know.</p><p></p><p></p><p></p><p>It was an oversight.</p><p></p><p>Also, there are other <em>monstrosity</em> creatures that could be added to the table for certain campaign settings. Like the <em>Worg</em> or <em>Ankheg</em> for an evil character, or the <em>Rust Monster</em> for an Underdark campaign. I didn't add them to the table because they wouldn't feel right in a "normal" campaign.</p></blockquote><p></p>
[QUOTE="Brakkis, post: 6807128, member: 6808957"] The DM doesn't control the pet entirely, just what it will attack. Once you set it loose with [I]Unleashed[/I], it runs on instinct. To account for this, say there are 4 enemies. The DM will assign each enemy a number from 1-20. Now you could roll a d20 and if you land on 1-5, the pet goes for Creature 1. You roll a 11-15, the pet attacks Creature 3. I was thinking of having the DM roll that d20 or you could and just say your number and the DM will say "Okay your pet attacks -----". The intended use of this is that you have two methods by which you can utilize the pet. You can continue to use the pet in combat the way it's written in the PHB which gives you greater control of the pet's targets and movements, as well as being able to call it back to you in the event it's life is in danger -or- you can use a bonus action to initiate [I]Unleashed[/I] and set it off into the fray (Only have to use the bonus action once, after that it's going on it's own into you bring it back under control, or combat ends). It won't run if it's hurt, it won't run to help others if they are hurt. It's focused purely on attack. Which is why, if it's in really bad shape at some point and you want to save it, you've got to use a full action to bring it out of that feral state and call it back to you. I sort of felt that adding [I]monstrosity[/I] creatures to the pet table and keeping share spells felt too OP. It was one of those "It would have to be one or the other" feelings. If others feel that Monster Tamer and Share Spells aren't too much, let me know. It was an oversight. Also, there are other [I]monstrosity[/I] creatures that could be added to the table for certain campaign settings. Like the [I]Worg[/I] or [I]Ankheg[/I] for an evil character, or the [I]Rust Monster[/I] for an Underdark campaign. I didn't add them to the table because they wouldn't feel right in a "normal" campaign. [/QUOTE]
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