Uses for Companion Rules

Negflar2099

Explorer
It occurred to me while reading the DMG2 that the new companion rules found there are quite a versatile little tool in the DM's arsenal and I thought of some interesting new ways to use them and I wanted to share those ideas.

For those who don't have the DMG2 companion rules are rules for creating and running special NPCs that are simpler to create and run than full blown PCs and in fact so simple to run a player could theoretically run a PC and a companion at the same time.

The idea is that the companions would help round out the party if you don't have enough players to form a complete group. The companions would either be retainers hired to join your party for a limited time, NPCs like apprentices and squires who join you out of devotion or duty, or creatures that join your party because you saved them, such as the wolf you raised since it was a cub.

That said I think the rules could do a heck of a lot more than just that. Here are my ideas:

1) Simpler PCs: If you have a player who is new to the game or just finds running a PC to be too complicated you could let them run a companion instead.

2) Apprentice tier adventures: 4e got you down because even a 1st level character is too powerful? Have you yearning for an apprentice tier that exists before the heroic tier? Just have everyone run a companion. They are still balanced but weak enough vs PCs (at 1st level) that they could represent young apprentice adventures.

3) Give them out as rewards: Instead of handing out yet another +1 sword think of giving over the service of a companion. Maybe the druid PC pulls a tack out of a bear's paw and that bear joins the group for a few levels or maybe the group rescues a fire bat from a volcano. In any case they would probably only hang around for 5 levels or so (just like non-magic item boons) and then they would disappear.

4) Golems, golems, golems: Maybe you have a PC wizard whose been bugging you about letting him create a golem and you want to let them have one but you have no idea how to make that balanced. Now it's easy. Just create that golem as a companion and away you go.

5) Demons and more demons: On another related note if you have a PC who wants to summon and command a demon then companion rules would let you do that too.

I have a few more but I will put them in my next post.
 
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Here's a few more:

6) PC transformation: Want to run an adventure where the PCs are transformed into other creatures for a limited time? Well now you can. All you have to create a companion character for each form and allow the PC to run that character.

7) Guard dogs and other beasts: Similar to hiring retainer companions you could use the companion rules to represent guard dogs and other beasts you purchase or raise. If you're party wants a hellhound to accompany them on their adventures well now they can.

8) Dragon riders: If you've ever wanted to let your PCs ride dragons but didn't want to use mount rules companion rules can cover you there too. Just remember this dragon will be a standard creature and not a solo but it will be balanced and playable.

9) Bizarre Characters: Maybe you have a player who wants to play a talking wolf or your kid wants to run a fire archon well you could remake the PC rules into that creature but an even easier way is just use the companion rules. Now players can play whatever weird thing they want to play.

That's all I have for now but let me know what you think.
 
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I am also a big fan of the Companion rules! I plan to use them to fill out my next group, only having 3 players. Since I will be running WotBS, it is MUCH simpler to add 2 companions than re-fit the entire adventure series, encounter and XP-wise.

I should also mention that 2 players are completely new to RPG's and wouldn't be up to the task of running multiple full characters... so the Companion rules are a nice compromise.
 

My next 4e game will use Companion rules for PCs. The encounters have to be cut down by half I think. Two companion PCs are equal to one standard monster. Am I right?
 

My next 4e game will use Companion rules for PCs. The encounters have to be cut down by half I think. Two companion PCs are equal to one standard monster. Am I right?

I don't remember reading anything like that anyone but I'll check again. I think companion characters are meant to replace PCs on a 1 for 1 basis. They aren't quite as powerful as a PC but I think they're supposed to be pretty close. Course if you do decide to replace your whole party with companions like you said then you're probably right and you have to cut down on the number of monsters. I don't know if it's by half but maybe.

By the way I thought of a 10th use for the companion rules:

10) Absent Players: If you're like me you've had players announce they won't be able to make it to the next game even when their character is right in the middle of the adventure. You could have the PC fade into the background but that's not satisfying or you could have someone else run that PC but that can be hard for the person who has to run two characters. So why not use companion rules? If everyone is required to keep a leveled up "companion version" of their character then when they can't make it to game just play the companion version. Very simple.
 

One companion is worth one PC. Companions generally can't achieve the same spikes in power that characters can achieve, but from round to round they hold their own.

I've been thinking of tinkering with companion minions, to cover situations where the PCs might lead a group of soldiers or some such. I'm not sure there's an easy X minions equal 1 PC conversion, though. I think it will work best in scenarios designed specifically for them. For instance, the PCs accompany a guard patrol in town during the longest night of the year, a night notorious for debauchery, black magic, and the sudden appearance of otherworldly creatures. The PCs might have to deal with drunken mobs, a near riot, or the guards can clear civilians out of the way as a demodand runs rampant.
 

There are a couple of simple solutions for equalizing the power level of a companion character vs a standard PC.

1.) Just go ahead and give them dailies. CCs don't have them because they shouldn't overshadow the PCs. If you have a player as one this isn't really a problem.

2.) If the player is like a few of mine and has no idea how to pick a power to use and when to use it, pick a daily or two and make cards for them, but don't give them to the player. Instead hand them out when you determine they need them. This way they don't have the "decision lock" problem, and it add a bit of a cinematic touch as the characters do something totally unexpected and cool.

3.) Compensate. Allow them to have at-wills or encounter powers that would be "optimized" or considered overpowered on a standard PC.

I totally agree Negflar2099 I plan to make a CC copie of the PC for my player that has a bad habit of not showing up, so I won't have to refigure encounters on the fly because one guy didn't show up. ;-)
 
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