Saishu_Heiki said:
You are correct. This is more what I want.
The other 4 people at the table should not be penalized because they don't want to micromanage a platoon of troops or summons. If the wizard wants a cool summon, that comes out of his action budget.
Fluff-wise, you can make it work. Summon: you are binding another creature's free will. That takes a tremendous effort, depriving you of your standard action. Hireling: you need to ensure that the new guy is working with the tactics of the group. Combat is a frenzy of action happening very quickly. If you don't tell him what to do, he will not be able to react. If you do tell him what to do, you can't manage to do as much as everyone else because your attention is split between yourself and your hireling.
Yes, but we're talking a role-playing game here. This isn't checkers.
The other 4 people are not penalized. They should be glad that their chances of survival just increased. The fighter looks at the pit fiend standing next to him, bashing away at the army of evil dragons, and should be thinking "Wow, glad he's on my side" not "Wow, I sure am penalized."
I feel sorry for players at a role-playing game who see that kind of thing as a penalty.
At my gaming table, the group contributes suggestions about how the summoned or NPC allies spend their turns. Sure, the wizard or druid with the army of summoned followers has a longer turn. But during his turn, the other players are saying "hey, move your bears over here so I can have flanking" or "hey, put that elemental in front of the cleric - he got nailed last round and needs some interference to protect him."
The players are contributing to the action, they are involved in what's going on. They are invested in the combat and its outcome.
They are not just "sitting on their thumbs" as some people in this thread have said.
If they are, then I feel sorry for them, too, and try to offer suggestions, or even directly put them in control of some NPCs, to draw them into the action. "Hey, Fred, it seems that Joe is pretty busy running all these monsters he summoned. I need you to help him out by running the dire bear and the giant owl. When it's your turn, you just tell me what these critters are gong to do and you roll their attacks."
That even serves to split up the animal horde's actions onto different initiatives, so there aren't 12 critters all goin on the druid's initiative. It gets spread around.
As for the fluff, I have already said I like the idea of the summoner losing actions to control his big powerful summoned creature - but this fails miserably if he is giving up actions to summon his little weak summoned creature.
And fluff or no fluff, I am not hiring a henchman from the Henchmen-R-Us guild in town if he is half my combat strength or if he is going to make bad decisions that require me to give up my turns to micromanage him. That henchman is not worth the time or trouble unless he can get up on his own back legs and contribute on his own.