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WoTC Rodney: Economy of actions
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<blockquote data-quote="Dausuul" data-source="post: 4140548" data-attributes="member: 58197"><p>Hmm... first, I'd like to point out that I'm not in favor of people taking a pile of actions on their turn. I personally might enjoy playing a summoner or a necromancer, but you'll note that in the example of this I gave (the dread necro with a horde of undead), I was only playing that character by mutual agreement with the other players, and even then I handed out most of the undead for other people to control. A summoner with five summoned creatures, who takes five times as long to resolve his/her turn as anyone else at the table, is a Bad Thing.</p><p></p><p>That said, I think there is such a thing as overcompensating in the name of absolute fairness. A single cohort, using a specialized "cohort class," with simple maneuvers that don't take a lot of time or thought, and who acts on the master's initiative, need not be a substantial drag on play. Particularly if the cohort frequently provides a bonus instead of taking an actual action. (The power issue is another matter.) Yes, there is a very minor loss to fun for the other players; but weigh that against the many reasons why people want cohorts, most of which are valid, and I think the balance of fun is in favor of some kind of cohort system.</p><p></p><p>After some thought, I do think specialized cohort classes are an absolute necessity, though. Gameplay aside, the power differential is just too great otherwise. Extrapolating from the monster XP values we've seen, a PC-classed cohort would require a huge "level adjustment" both for the cohort and for the master. For instance, in a 10th-level party, if you wanted to have a 5th-level cohort, you'd need to give up three levels yourself in order to keep things balanced.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4140548, member: 58197"] Hmm... first, I'd like to point out that I'm not in favor of people taking a pile of actions on their turn. I personally might enjoy playing a summoner or a necromancer, but you'll note that in the example of this I gave (the dread necro with a horde of undead), I was only playing that character by mutual agreement with the other players, and even then I handed out most of the undead for other people to control. A summoner with five summoned creatures, who takes five times as long to resolve his/her turn as anyone else at the table, is a Bad Thing. That said, I think there is such a thing as overcompensating in the name of absolute fairness. A single cohort, using a specialized "cohort class," with simple maneuvers that don't take a lot of time or thought, and who acts on the master's initiative, need not be a substantial drag on play. Particularly if the cohort frequently provides a bonus instead of taking an actual action. (The power issue is another matter.) Yes, there is a very minor loss to fun for the other players; but weigh that against the many reasons why people want cohorts, most of which are valid, and I think the balance of fun is in favor of some kind of cohort system. After some thought, I do think specialized cohort classes are an absolute necessity, though. Gameplay aside, the power differential is just too great otherwise. Extrapolating from the monster XP values we've seen, a PC-classed cohort would require a huge "level adjustment" both for the cohort and for the master. For instance, in a 10th-level party, if you wanted to have a 5th-level cohort, you'd need to give up three levels yourself in order to keep things balanced. [/QUOTE]
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