Please doIf this is your only problem with it, I have some simple house rules to sell you as an add-on.
Please doIf this is your only problem with it, I have some simple house rules to sell you as an add-on.
Now if you want to argue that beastmaster rangers and chain pact warlocks should have companions with independent actions because conjurer wizards don't have to take actions to control monsters summoned with the "conjure" series of spells that is a very valid point.
D&D is not a simulationist game, never has been. It is a combination of many playstyles to be attractive to the most people. Shared actions are a gamist conceit, purely there for game balance/action economy reasons, so arguing it doesn't make sense is what doesn't make sense. HP, AC, Hit Dice, halflings with 20 strengths, falling 20 miles from the sky rolling 20d6 and taking only 20 points of damage, making a save vs fireball centered on you in a empty room, tons of things in D&D don't make sense because it is a game.
IMO, this rule is asinine. It's an example of over balance and it isn't applied in a consistent manner throughout the system.
Now, you might think that it should take time to direct the familiar to attack each round, but the problem I have with that argument is that Page 190 allows for communication and a single free action (some of which are far more complicated). If those actions don't require you to waste an attack why should your trusted familiar? In addition, the find familiar spell allows you communicate telepathically with your familiar making that argument even less convincing. Even the animate dead spell allows you to use a bonus action or issue general commands. Lastly, an independent mount doesn't need to share its actions with a rider, so why should an independent familiar need to share its attacks with a master?
I have my own way of dealing with the subject, but this is not something that I expect most people to like: simply put, to let the DM completely control the companions. That's how I've usually always done (except on PbP games). It doesn't slow the game down more than having one additional monster in the encounter. It won't be perceived as doubling a PC's actions per round. Instead, that companion will be perceived as a party benefit rather than an individual PC's benefit. Then, you can still reinstate the "requires a PC's action" whenever the player really wants to choose exactly what action the pet is going to take, overtaking the DM's initiative but giving up her own action as a cost.
Maybe I have more OSR in my soul than I thought, because I really like that idea.
(I'm not sure why I associate it with OSR, but I do. So there you go.)
Balance at the expense of believability will be rebuked at my table.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.