AFGNCAAP
First Post
For me, it's a mix.
I generally allow the players to control the cohort/familiar/animal companion's actions, unless the player tries to have the NPC pull something they shouldn't/wouldn't. For example, a familiar may know it's master is suddenly in trouble, but a cohort shouldn't (unless it has a telepathic link somehow).
For the game I currently run, I usually have animal companions & familiars go on the same initiative as their masters. Normally, I'd consider having them have their own initiatives, but since I'm running a game with 11 players, fusing player & cohort initiatives helps reduce the clutter a bit.
Intelligent items have been DM-run (for personalities & Ego clashes), however.
I generally allow the players to control the cohort/familiar/animal companion's actions, unless the player tries to have the NPC pull something they shouldn't/wouldn't. For example, a familiar may know it's master is suddenly in trouble, but a cohort shouldn't (unless it has a telepathic link somehow).
For the game I currently run, I usually have animal companions & familiars go on the same initiative as their masters. Normally, I'd consider having them have their own initiatives, but since I'm running a game with 11 players, fusing player & cohort initiatives helps reduce the clutter a bit.
Intelligent items have been DM-run (for personalities & Ego clashes), however.