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Have shared actions returned in 5e?
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<blockquote data-quote="Li Shenron" data-source="post: 6404089" data-attributes="member: 1465"><p>This is your own view, and not universal truth.</p><p></p><p>All those other things you mention (HP, AC...) are <em>models</em> and as such they are intrinsically imperfect, but they <em>do</em> make sense because they almost always <em>begin </em>as a representation of something. Only that "sense" is relative, and in fact there are even people who can't stand basic HP and AC. I am sure you have something yourself across editions that you don't find sensible enough for your tastes. Sometimes, a rule can indeed be an afterthough, introduce for balance reasons, and perhaps this may be the case with companions shared actions.</p><p></p><p>My general idea is that a "rule" or "model" can fail, and not just objectively fail because it doesn't work from a mechanical perspective, but it can also fail from a "sense" point of view. That this failure is (more) subjective, doesn't make it any less legitimate. A RPG is not the same as a card game or board game, and the vast majority of RPG players see it as a combination of narrative + mechanics, and if the mechanical rule jams the narrative of a (fantasy) reality, then it's the rule's fault, not reality's fault. Hence it's legitimate to ignore/modify the RAW, just as it's legitimate to ignore/modify the NAW "narrative as written".</p><p></p><p></p><p></p><p>I don't know the exact wording and presentation of these rules, but I've read other discussions about them here at ENWorld, and I feel like the main reason behind this is possibly that the designers do NOT want a player's turn to last twice as long as everybody else's because of running essentially 2 characters rather than 1.</p><p></p><p>There might also be a balance purpose, such as considering the companion's attacks or spells as an integral part of the PC, and then thinking in terms "with a companion, this PC is essentially casting 2 spells per round / attacking twice as often this turn, so we'd better prohibit this case".</p><p></p><p>This is only my best guess. They still wanted "pets" for characters because a lot of gamers love them, but essentially they were very afraid that they can drag the game down and be too beneficial, but indeed from a functional/mechanical point of view this kind of rule makes pets near-worthless in combat.</p><p></p><p>----------------------------------</p><p></p><p>I have my own way of dealing with the subject, but this is not something that I expect most people to like: simply put, <em>to let the DM completely control the companions</em>. 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 <em>party benefit</em> 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.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6404089, member: 1465"] This is your own view, and not universal truth. All those other things you mention (HP, AC...) are [I]models[/I] and as such they are intrinsically imperfect, but they [I]do[/I] make sense because they almost always [I]begin [/I]as a representation of something. Only that "sense" is relative, and in fact there are even people who can't stand basic HP and AC. I am sure you have something yourself across editions that you don't find sensible enough for your tastes. Sometimes, a rule can indeed be an afterthough, introduce for balance reasons, and perhaps this may be the case with companions shared actions. My general idea is that a "rule" or "model" can fail, and not just objectively fail because it doesn't work from a mechanical perspective, but it can also fail from a "sense" point of view. That this failure is (more) subjective, doesn't make it any less legitimate. A RPG is not the same as a card game or board game, and the vast majority of RPG players see it as a combination of narrative + mechanics, and if the mechanical rule jams the narrative of a (fantasy) reality, then it's the rule's fault, not reality's fault. Hence it's legitimate to ignore/modify the RAW, just as it's legitimate to ignore/modify the NAW "narrative as written". I don't know the exact wording and presentation of these rules, but I've read other discussions about them here at ENWorld, and I feel like the main reason behind this is possibly that the designers do NOT want a player's turn to last twice as long as everybody else's because of running essentially 2 characters rather than 1. There might also be a balance purpose, such as considering the companion's attacks or spells as an integral part of the PC, and then thinking in terms "with a companion, this PC is essentially casting 2 spells per round / attacking twice as often this turn, so we'd better prohibit this case". This is only my best guess. They still wanted "pets" for characters because a lot of gamers love them, but essentially they were very afraid that they can drag the game down and be too beneficial, but indeed from a functional/mechanical point of view this kind of rule makes pets near-worthless in combat. ---------------------------------- I have my own way of dealing with the subject, but this is not something that I expect most people to like: simply put, [I]to let the DM completely control the companions[/I]. 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 [I]party benefit[/I] 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. [/QUOTE]
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