Crazy Jerome said:
2. Groups that have decided they want multiple characters controlled by players have already accepted the divide. So give them tools to embrace it. For example, specifically reject the idea that a cohort bought by a feat is controlled by the player of the character that spent the feat. You buy a cohort for your character, which any warm body at the table can then play (including you), as necessary. Same with summoned creatures, hirelings, whatever. Heck, it need not even be the same player handling them from one scene to the next.
While you are at it, throw a few neutral NPCs or even foes into the players' laps. After all, the point is to keep the
players engaged.
Something you said here is an idea I have toyed with, and so far all my players think it's really fun.
While you are at it, throw a few neutral NPCs or even foes into the players' laps.
I have had fights where my 4 or 5 players encounterd 3 dozen orcs (for example). Rather than have all my players sit there and watch me move orcs around the battlmat and wait for me to roll dozens and dozens of dice (attacks, damages, spot checks, etc.), I have assigned certain individual orcs or small groups of orcs to each player.
Usually, I make sure the assignments, at least initially, are set up so that the player handling the orcs is not expected to attack himself - if he is on the right side of the party formation, I let him handle a few orcs on the left side.
On the orcs turn, I tell the players to simultaneously move their orcs and make attack rolls. I usually don't tell them the attack modifiers - it's not hard for me to know the orc is +2, so when a player says this orc rolled a 15 against Joe, and Joe says his AC is 18, I can say the orc missed.
I trust the players to make smart decisions for their orcs. They don't deliberately move to provoke AoOs unless there is a good reason to do so.
I lay out ground rules at the start of the encounter: "Joe, your orcs have bows and are instructed to snipe spellcasters first, or anyone sneaking around trying to outflank the orcs in the melee second" and "Fred, your orcs are the brute squad. Their mission is to find the toughest looking foe and engage him and take him out, without sacrificing themselves to do it. These two have polearms and will use them to trip, these two have 2h axes and will use them to hack".
I've never had anyone take advantage of it by setting up their orcs to die horribly. I've never had any problems with it at all.
The players have lots of fun trying to wipe out their buddies. It's bragging rites. "Ha ha, Joe, my orc wasted you!". Lots of fun for everyone. After the fight, everyone has laughs about the funny things they did to each other.
And no, it's not always just orcs.
From the sound of it, with 4e having many more monsters per encounter, this might be possible to do more often.
I bring this up because while it doesn't address the econoby of actions issue where one side of the battle has more actions than another side, it definitely makes sure the players number of actions is quite high. A guy moving a druid and 2 animals has 3x the actions of someone moving a fighter. But they both have 4 orcs, then the difference is 7 to 5. Not even 2x the actions anymore.