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<blockquote data-quote="pemerton" data-source="post: 4005696" data-attributes="member: 42582"><p>I'm pretty sure that they won't be there. One of the stated aims (can't remember where - maybe one of Mearls's blogs excerpted into Worlds & Monsters) is to let every player take their turn when it is their turn, and not to clog when they take their turn. Thus they're getting rid of familiars, summoned creatures, the shapechange spell, etc.</p><p></p><p>They're not going to do all that and then reintroduce hirelings to reclog things.</p><p></p><p>There are mechanical solutions to hirelings which don't have to clog play - eg in HeroQuest/Wars they give adds to the PC's action rather than perform actions of their own - but I doubt that these solutions would work very well in D&D, with its very detailed timing and location rules for combat.</p><p></p><p></p><p>Most of those traps will be gone, I think, to be replaced by encounter traps (where detection is less of an issue).</p></blockquote><p></p>
[QUOTE="pemerton, post: 4005696, member: 42582"] I'm pretty sure that they won't be there. One of the stated aims (can't remember where - maybe one of Mearls's blogs excerpted into Worlds & Monsters) is to let every player take their turn when it is their turn, and not to clog when they take their turn. Thus they're getting rid of familiars, summoned creatures, the shapechange spell, etc. They're not going to do all that and then reintroduce hirelings to reclog things. There are mechanical solutions to hirelings which don't have to clog play - eg in HeroQuest/Wars they give adds to the PC's action rather than perform actions of their own - but I doubt that these solutions would work very well in D&D, with its very detailed timing and location rules for combat. Most of those traps will be gone, I think, to be replaced by encounter traps (where detection is less of an issue). [/QUOTE]
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