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Running NPC allies
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<blockquote data-quote="TerraDave" data-source="post: 7267759" data-attributes="member: 22260"><p>Its a very interesting and important concern. </p><p></p><p>It can certainly add something to the game if they PCs can have allies that sometimes fight alongside them. But it should be done sparingly. </p><p></p><p>Take the end of SKT, at least as described here. This works if the players think "Cool, we have storm giant allies!". Then the DM runs them very unobtrusively. Still it would be much easier with like 1 instead of 4 or 5. </p><p></p><p>My only real solution is to just mix up the various kinds of allies, along with having long periods with none at all: Sidekicks or followers that are clearly under the PCs control (and can sometimes be more regular helpers). Rescued prisoners, friendly monsters, and others encountered in a adventure environment whose aid enriches the story and acts as a reward for the party, and the powerful types that should be scene as something cool by the party, not something overshadowing them.</p><p></p><p>As noted, NPCs and monsters in 5E can be pretty simple, and 5E can be played fast. If the ally is more involved, use the same approach I use for more involved villains. Picks a few obvious default actions, and don't worry about all the little things they might be able to do. (and again, 5E is better about this then some past editions). </p><p></p><p>In an extreme case, just calculate average damages (taking into account AC) and briefly narrate their action each turn. You can even roll some die or invoke some power they have but again you just use the pre calculated damage.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 7267759, member: 22260"] Its a very interesting and important concern. It can certainly add something to the game if they PCs can have allies that sometimes fight alongside them. But it should be done sparingly. Take the end of SKT, at least as described here. This works if the players think "Cool, we have storm giant allies!". Then the DM runs them very unobtrusively. Still it would be much easier with like 1 instead of 4 or 5. My only real solution is to just mix up the various kinds of allies, along with having long periods with none at all: Sidekicks or followers that are clearly under the PCs control (and can sometimes be more regular helpers). Rescued prisoners, friendly monsters, and others encountered in a adventure environment whose aid enriches the story and acts as a reward for the party, and the powerful types that should be scene as something cool by the party, not something overshadowing them. As noted, NPCs and monsters in 5E can be pretty simple, and 5E can be played fast. If the ally is more involved, use the same approach I use for more involved villains. Picks a few obvious default actions, and don't worry about all the little things they might be able to do. (and again, 5E is better about this then some past editions). In an extreme case, just calculate average damages (taking into account AC) and briefly narrate their action each turn. You can even roll some die or invoke some power they have but again you just use the pre calculated damage. [/QUOTE]
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