WyzardWhately said:So, I guess the MOST FUN POSSIBLE would be to kick out the rest of the players, and have a solo adventure?
Heh, touche. This is what happens when you take a viewpoint and go to the extreme... ridiculousness.
Economy of actions... other players rolling and taking up my time lowers my fun, therefore having other players roll more means less fun. Ultimately, no other players means the most fun for me (always rolling).
Silly isn't it?
A balance is probably the best way to go about it.
Having a single cohort or companion in some form or another is not going to ruin the economy of actions. So let these be statted out fully.
There are plenty of character concepts that allow for this kind of build to not need the cohorts being wussy little +2's or whatnot... so keeping full statted cohort characters isn't a big deal.
As long as it's built balanced, you're basically saying this player's "power" at the table is split between two "in-character" creatures.
Summons and a druid's menagerie can have alternate rules to stop the madness. Summons being glorified spell effects, or multiple creatures being treated as basically one swarm entity essentially (my idea of one attack roll for an area effect style action.. more summons = more damage dice, targets affected, etc).
Making a distinction between combat oriented companions, and utility oriented companions (especially for druids) will help as well. You don't need to fully stat a gecko or a newt companion, etc... stat out it's tricks, and maybe it's defenses (hp and defense stats, if you don't just use the owner's), and be done with it.
That would follow the new Monster creation rules the most, only stat up what you need and roll what's needed.