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General Tabletop Discussion
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Odds and Ends rules about Companion Characters
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5156069" data-attributes="member: 82106"><p>Yeah, that generally seems right. I was a bit uncertain on Second Wind. Oddly DMG1 NPCs DO get to use Second Wind, but DMG2 says nothing about it for CCs, so I guess the official position is no. </p><p></p><p>Frankly though, CCs are whatever you want/need them to be. The rules in DMG2 are a pretty good guideline but situations are going to come up where you will want to ignore those guidelines. The way an OA works is a pretty hard and fast rule that you change and you're playing a variant of 4e. The way CCs work? Its just a framework that should give good results and plenty of things in there are already unspecified, so fiddling with it is just 'the DM doing his job' and nobody should ever feel constrained by really anything in the DMGs. </p><p></p><p>Personally I've always given NPC companions a Second Wind, but in the past I also gave them a good bit fewer surges than what DMG2 recommends. The main thing you don't want there is to have the CC end constantly sucking up all the leader's healing powers, so I'd just watch how it goes and if that is the case then maybe hand them Second Wind. A CC that is actually a burden on a party is after all a pretty bad deal...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5156069, member: 82106"] Yeah, that generally seems right. I was a bit uncertain on Second Wind. Oddly DMG1 NPCs DO get to use Second Wind, but DMG2 says nothing about it for CCs, so I guess the official position is no. Frankly though, CCs are whatever you want/need them to be. The rules in DMG2 are a pretty good guideline but situations are going to come up where you will want to ignore those guidelines. The way an OA works is a pretty hard and fast rule that you change and you're playing a variant of 4e. The way CCs work? Its just a framework that should give good results and plenty of things in there are already unspecified, so fiddling with it is just 'the DM doing his job' and nobody should ever feel constrained by really anything in the DMGs. Personally I've always given NPC companions a Second Wind, but in the past I also gave them a good bit fewer surges than what DMG2 recommends. The main thing you don't want there is to have the CC end constantly sucking up all the leader's healing powers, so I'd just watch how it goes and if that is the case then maybe hand them Second Wind. A CC that is actually a burden on a party is after all a pretty bad deal... [/QUOTE]
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