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Essentials: Druid Preview Is Up!
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<blockquote data-quote="WalterKovacs" data-source="post: 5353890" data-attributes="member: 63763"><p>The "reason" that the beastmaster ranger worked that way was that the animal companion would basically respect it's masters wishes unless commanded otherwise. With the various attack powers it was possible for them to do a few things at the same time. The entire concept of 'one minor, one move, one standard' is a very gamist concept in the first place. Yes, it's realistic that you can only do so many things in a certain ammount of time, but the actual break down is to make the game work more so than to make it work well as a simulation. You have an animal fighting with you, it does make sense you have to do something to command it. You can both move with the same move action, and you have a number of powers that allow you to both attack together (or attack whlie allowing the beast to move, etc) Perhaps it should have had something like the primal summons where it does something on it's own if it isn't commanded. [It is actually capable of independent action. If you are out of the fight, as in dead or no there at all or unconcious, the beast gets to use the three actions, with the only restriction that, if you are present, the beast will first try to move as far as it can towards your character by the safest route each turn]. </p><p> </p><p>In the case of all other "companions" like summons, the psion paragon path that gives a thrall, spirit companion, familiars and the animal companion for the new druid are all explicitly tied to being a magical controlling effect. The new animal companion disappears like a spirit companion/summon/familiar if dropped to zero hit points or the druid is knocked unconcious. Since it's basically an extension of the druid itself instead of being a seperate living breathing creature, the economy of actions makes sense.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5353890, member: 63763"] The "reason" that the beastmaster ranger worked that way was that the animal companion would basically respect it's masters wishes unless commanded otherwise. With the various attack powers it was possible for them to do a few things at the same time. The entire concept of 'one minor, one move, one standard' is a very gamist concept in the first place. Yes, it's realistic that you can only do so many things in a certain ammount of time, but the actual break down is to make the game work more so than to make it work well as a simulation. You have an animal fighting with you, it does make sense you have to do something to command it. You can both move with the same move action, and you have a number of powers that allow you to both attack together (or attack whlie allowing the beast to move, etc) Perhaps it should have had something like the primal summons where it does something on it's own if it isn't commanded. [It is actually capable of independent action. If you are out of the fight, as in dead or no there at all or unconcious, the beast gets to use the three actions, with the only restriction that, if you are present, the beast will first try to move as far as it can towards your character by the safest route each turn]. In the case of all other "companions" like summons, the psion paragon path that gives a thrall, spirit companion, familiars and the animal companion for the new druid are all explicitly tied to being a magical controlling effect. The new animal companion disappears like a spirit companion/summon/familiar if dropped to zero hit points or the druid is knocked unconcious. Since it's basically an extension of the druid itself instead of being a seperate living breathing creature, the economy of actions makes sense. [/QUOTE]
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