Animal Companion and the Seek Command...


Rules Questions

The Exchange

Can someone help me understand the Handle Animal Seek command? It seems very ambiguous to me and I wonder if I'm missing something since I am new to Animal Companions.

Seek Command(DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

So - a druid gives their animal companion the command to go forward and seek...maybe where the druid can no longer see/command it...and then what happens?

- Returns to master?
- Alerts the master at a distance with some loud animal noise?
- Attacks what it finds?
- Sits and points?
- Takes some other action?

Is the implication that the druid is supposed to be within line of sight and will know its companion has found something? (Drug-sniffing dog model)

It seems like the description for Seek might benefit from additional specificity about success/failure. Seek...and do what?

Sczarni

This isn't really a PFS-specific question (I think you meant to post this in the other General Discussion forum), so I've flagged it to be moved somewhere where it can better get the attention it deserves.

But, off the top of my head, I can think of a couple handy uses:

1) Scouting ahead

Need someone in your party to take point? Send out the dog. Exploring a ruin? Have it sniff that statue. Just as in real life, sometimes the animal gets sent in to make sure it's safe for people.

2) Finding invisible enemies

Struggling to find that Rogue who just read a scroll of Greater Invisibility? Have Fluffy sniff him out.

The Exchange

Thanks - Scouting ahead and finding invisible enemies are fine, but the question in my post is:

After the druid issues the Seek command, the animal companion does WHAT once it finds or doesn't find something living? Attacks? Signals? Returns? etc.

The text of the Seek command lacks the necessary detail to understand how to interpret what should happen on seek success or failure.

Sczarni

Well, considering your Animal Companion is under the control of the GM, it'd be up to them.

If I was your GM, and you describe to me that you want to send your dog into the dark room to sniff out danger, I'd probably have it enter the room, do a Perception check, and growl if there was danger. No danger, and it instead just stands in the doorway wagging its tail.

Either way, you'd be able to understand whether it succeeded or not. Reasonable requests should be rewarded with reasonable actions.

Another example (again, if I was your GM) would be scouting ahead on a trail. Say your dog is 50' ahead of the group, and it spots danger. Depending on how you've described this animal to me, it may freeze and "point", bark, growl, or attack. Those all mimic RL tricks.

But treating your Animal Companion like another PC, and guiding its every action, from round to round, and having it move from this square to that, probably isn't going to fly.

YMMV. Animal Companions and their tricks aren't a "black and white" thing.

Sovereign Court

I see it as the attack command against invisible / hidden creatures

Verdant Wheel

This is a really good question. Maybe treat each as a separate trick?

Seek and Return
Seek and Bark
Seek and Destroy
Seek and Point

etc...


The animal returns to the master to indicate that it found something alive or animate. If the master can use Speak with Animals, more information is available. If the animal can understand a language, it's reasonable to assume that a series of yes or no question should reveal rudimentary information about what the animal found. But yes, the trick contemplates the animal having a method to indicate something was found even without a common language.

Verdant Wheel

N N 959,
Source? Or are you just making this up?

The Exchange

Nefreet: The point is that the PC's animal companion does not belong to the GM. If the animal knows a trick, then it should do as it's told, not as the GM decides. And, in the case of Seek, there should be options to indicate what it found by some means.

Rainzax: I agree.

Seek lacks necessary definition.


Zan Greenshadow wrote:
Seek lacks necessary definition.

Zan, I don't know if you are new to the Pathfinder RPG or just new to animal companions, but ALL the Tricks are the subject of a lot of table variation.

Per one of the source books, I think Ultimate Campaign, animal companions are run by the GM. The player gives the animal commands the GM is suppose to interpret those commands and move the animal accordingly. Now, that having been said, almost nobody runs it that way. Most GMs just let players control the animal as if its another PC.

I'm not sure what your issue with Seek is. Logic dictates the animal will behave like a K-9 that is trained to find drugs at an airport. When the animal detects narcotics, it is trained to immediately sit. The same process is at work here. The animal will give some indication that it has found something that is "alive or animate." The animal can't speak so exactly what else do you expect it to communicate?

@Rainzax. The source is the rules books. Core, Animal Archive, Ultimate Campaign.

Sczarni

Zan Greenshadow wrote:
Nefreet: The point is that the PC's animal companion does not belong to the GM. If the animal knows a trick, then it should do as it's told, not as the GM decides. And, in the case of Seek, there should be options to indicate what it found by some means.

I can't find the rule now, but I believe N N 959 is correct in stating that it's found in Ultimate Campaign.

Animal Companions are NPCs. NPCs, by their very definition, are not player-controlled. Most games run Companions counter to the rules for ease of sake. Personally, when I GM, I don't want to control another NPC, so I usually (within reason) allow the player to do it.

Zan Greenshadow wrote:
Seek lacks necessary definition.

Several of the tricks are left to interpretation. Just look at "Come" vs "Heel", or determining how a Companion with the "Flank" trick approaches its target.

This is why we have GMs. To adjudicate rules interpretations. Even pretty solid, well understood rules are still debated.

The Exchange

I am relatively new to animal companions and trying to consider how to play them as a player/druid, run them as a GM and include them as part of CORE or STANDARD campaigns. I haven't taken on all cases - I'm just trying to make sense of the druid companions at this point.

Thanks for the Ultimate Campaign reference. I have read through the information on pp140+. It offers some additional explanation, but still lacks necessary definition, IMO. But, it gave me slightly different perspective on the PC/NPC control issue.

Having read through the CRB, Animal Archive, Ultimate Campaign, forum threads, etc., animal companions seem to lack definition in many respects and warrant improved explanation in the rules. But, I also understand that there are multiple types of companions/cohorts/fluffy friends and that may be part of the challenge. But, for tricks, at least, definition shouldn't be hard to resolve.

N N 959: In answer to your question, if there is a trick that an animal learns, I expect it to explain what happens for a key component of the trick, which is detection in the case of SEEK. If a PC sends the animal ahead or out-of-sight/hearing, what happens? The nearby case is easier to understand. But, it seeks and does WHAT? Bark, point, sit, return, etc. Or, is this trick only relevant if it remains in sensory range of the master to hear a bark or see the reaction? It matters and should be part of the trick definition - maybe it's a ranged trick? As I see it, it's an obvious gap in definition, especially in the context of PFS.

Nefreet: I guess the problem is that Animal Companions are not strictly PCs or NPCs, and there may be moments and situations where the player has no control. But, in typical practice, the player commands the animal companion and runs all its attacks. When the rules substantially differ from what everyone does in practice, maybe the issue is the rule and not the practice. But...kind of a side point. Momentum and game complexity will usually favor player control in most normal situations when the PC and companion are in proximity.

I don't see much ambiguity in commands like Come and Heel. What do you mean?

However, I agree that the Flank command could include a path rule to account for AoOs and terrain effects (shortest path? avoids AoOs? preference for normal terrain vs. difficult terrain? etc. - could be any one of a number of options). Animal instincts are probably sufficient to avoid AoOs, since it would be in the domain of self-preservation (and there are many examples of real-world animal behavior when approaching difficult prey), but the trick should specify.

I guess I will just live with the large rule gaps for companions and resulting table variation. It's not likely to change any time soon, despite the fact that the gaps and problems become even larger in CORE campaigns. It's a strong disincentive to play companion classes in CORE games, besides the fact that other changes and clarification are also needed in STANDARD.

Maybe there should be a new and improved edition of the CRB given the CORE/STANDARD campaign bifurcation to roll in issues with traits, animal companions and maybe other fixes.

Thanks for taking the time to discuss this issue with me.


Zan Greenshadow wrote:


If a PC sends the animal ahead or out-of-sight/hearing, what happens?

The animal returns and indicates that it found something that was either "alive or animate." Exactly how this is communicated is not truly important. But you can assume it will be some non-audible indication e.g. sitting. raising up on its hind quarters, bobbing its head. The same logic would apply to any Trick where the animal was tasked with gathering simple information.

Quote:
The nearby case is easier to understand. But, it seeks and does WHAT? Bark, point, sit, return, etc. Or, is this trick only relevant if it remains in sensory range of the master to hear a bark or see the reaction?

If you want to let PC's screw themselves over, ask them what their animal is going to do when it finds whatever it's been commanded to look for. If the PC says the animal barks or howls, then you're free to have nearby NPCs make a Perception check to hear the animal.

Quote:
It matters and should be part of the trick definition - maybe it's a ranged trick? As I see it, it's an obvious gap in definition, especially in the context of PFS.

Yes, you will encounter various situations where the lack of detail in Trick will require some adjudication. Consider it a feature/bug and the tax for playing/GMing animals companions.

My advice to you as a GM is to establish ground rules with the players ahead of time. Look at the Tricks they have before you start the encounter and be ready to tell them how the tricks will function based on your interpretation, especially when it comes to Heel vs Come or any other Tricks that overlap. Let the player offer their input as well as seek input from other players at the table as they will be affected by the animal. Players will typically avoid limiting the function of their animal companions, so it's good to set some boundaries.

And one of the most common mistakes of GMs is letting players issue commands for Tricks they don't have without requiring a "push." Tracking this is especially important in combat when action economy is affected. Also remember that barring Speak w/Animals, an ACom does not have a robust way to communicate what it sees. So players rolling Perception for the animal is only going to provide rudimentary information e.g. "you can tell your animal detects something", "your animal stops and resist moving forward, sniffing at a crack in the wall."

Is that a trap or a secret door? If the animal had a 3 INT, it's reasonable to think the master and animal have worked out basic signals for things.

Verdant Wheel

I don't think the OP is trying to "let PC's screw themselves over" nor is he/she short on "common sense" or "logic" sufficient to adjudicate in the absence of explicit rulings. I believe this thread was created to ask the community if they were aware of such an explicit ruling that the OP is not.

It looks as though the rules are silent on what happens after the Animal Companion discovers anything that is "animate or alive" after being commanded to Seek. Looking over the rest of the tricks (Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Stay, Track, Work), I see far less ambiguity as to how the animal ought to behave than for Seek. Maybe Fetch? (In terms of exactly what the animal will be able to recognize)?

Assuming all animals will behave like airport security hounds is neither "common sense" nor "logic" by the way.

If it were my game, I would let the player decide the "what happens next" bit ahead of time (return, bark, kill, sit) as part of training the animal, appropriate to the anatomy/psychology of the animal in question, and then let that set the standard. If they wanted to be able to teach the animal a more complicated or conditional Seek, I might raise the DC, or, have it count as two tricks. But either way work it out with the player beforehand.

The Exchange

Yes - for me it's not a question of common sense or logic as rainzax aptly states. It's about trying to see if there are documented rules for SEEK. Unfortunately, after looking over all the animal companion info and discussing things here, the problem is that there are none, including with respect to key skills, such as linguistics as in my other thread. However, it is a fairly simple matter to correct these kinds of issues from a rules standpoint to make life easier for everyone. And hopefully, Paizo will review animal companions at some point and take care of the issues in a formal context.

What really screws players with animal companions is CORE, since none of the Animal Archive or Ultimate Campaign info is available, leaving them even more restricted (or broken, depending on your individual perspective) vs. STANDARD.

From the discussion, I agree that it's clear that whenever an animal companion is present, GMs and players will have to work things out in advance so that everyone understands how the tricks will work. I have no issue with push commands and tend not to forget them as GM or player. Also, the biggest issue with push is when there is combat or some other stressful situation. Otherwise, when stress isn't present, players can take 10 or 20 to get their companions (or other animals) to easily do whatever they want (or just roll for it until hitting the DC).

With respect to SEEK, the best adjudication, given the very vague definition of the command, is probably to require a single, animal appropriate SEEK response behavior tied to the trick (as rainzax also points out) that the specific animal has learned.

Beyond that, for every point of intelligence above 2, as a GM I might consider allowing the master to combine an extra trick or behavior with SEEK to reflect improved communication. For example, if the companion has INT 3, it might be able to SEEK and ATTACK or SEEK and FETCH or SEEK and GUARD (any known tricks) or SEEK and do something else with a Handle Animal roll/push.

Otherwise, it can SEEK and indicate in the one, agreed-upon manner, whether it be a bark, growl, return, point, etc. And, any type of SEEK response could be problematic - bark might alert enemies, return might allow someone to escape, point might happen out of visual range, etc. So? Choose a mode and use it wisely within the limitations of the vague trick...or wait until Paizo fixes it. ;-)

I'd also be open to players having dedicated tricks for different instances of SEEK, since the same kind of rule already applies to ATTACK (2 tricks to attack all creatures).

The problem with all of this (or any) GM interpretation is that, in the context of PFS, table variation is a source of GM and player headaches and it would all be avoidable with slightly more clear guidelines. Here's hoping for an eventual fix!

Thanks again...and to you rainzax.


It is a matter of logic and common sense because that's the context that ALL the rules are to be interpreted. This was statement by a dev.

You asked about the Seek command and myself and others have given you what the rules state. You want something more definitive and there isn't anything more. And animal tricks are hardly the only thing in the game that lacks clarity or a robust set of examples to guide players.

Quote:
What really screws players with animal companions is CORE, since none of the Animal Archive or Ultimate Campaign info is available.

Hardly. Other than additional tricks in AA, the information in UC is clearly usable in CORE because it doesn't change anything it simply fleshes out the context. Neither one of those sources even discusses the Seek command or other existing Tricks with specificity.

Quote:
With respect to SEEK, the best adjudication, given the very vague definition of the command, is probably to require a single, animal appropriate SEEK response behavior tied to the trick (as rainzax also points out) that the specific animal has learned.

That is actually what I said. More to the point, the animal's specific response is totally irrelevant unless you want to screw the players over because their animal barked instead of pawed the ground. The animal simply returns to its master and provides some indication that something was found. I am at a loss for why that is so complicated for you or why you need to make it more complicated than necessary.

Quote:
Beyond that, for every point of intelligence above 2, as a GM I might consider allowing the master to combine an extra trick or behavior with SEEK to reflect improved communication. For example, if the companion has INT 3, it might be able to SEEK and ATTACK or SEEK and FETCH or SEEK and GUARD (any known tricks) or SEEK and do something else with a Handle Animal roll/push....

In PFS, this would not be allowed. There is no special pairing of Tricks. Seek and Attack would simply be two Tricks. An animal with a rank in Linguistics and known language could just be told to seek and attack anything it found (rolls would apply).

There's also no reason why an animal with a 2 INT couldn't be told to Seek and Attack, or Attack and Down or any other combination of Tricks subject to action economy and logic e.g. Flee and Attack wouldn't make sense.


rainzax wrote:
I don't think the OP is trying to "let PC's screw themselves over" nor is he/she short on "common sense" or "logic" sufficient to adjudicate in the absence of explicit rulings. I believe this thread was created to ask the community if they were aware of such an explicit ruling that the OP is not.

At no point did I say that the OP wanted to screw PCs over. Nor did I say he was short on common sense. Presenting my posts as such is asinine.

Quote:
Assuming all animals will behave like airport security hounds is neither "common sense" nor "logic" by the way.

Yes, it is because that is the real life example of those type of tricks. Those animals are given a command tantamount to Detect and they clearly indicate that they've found something despite not being able to talk or understand a language.

Quote:
If it were my game, I would let the player decide the "what happens next" bit ahead of time (return, bark, kill, sit) as part of training the animal, appropriate to the anatomy/psychology of the animal in question, and then let that set the standard.

And as I said before, it's irrelevant unless you want to impose some sort of consequence based on the method chosen.

Quote:
If they wanted to be able to teach the animal a more complicated or conditional Seek.

Zan has been asking about PFS and that is strictly not allowed in PFS. There are no custom Tricks in PFS.

PFS FAQ wrote:

How can I create new tricks to train to my animal companion?

New tricks require mechanics. Because it requires a GM to basically create the rules for something that doesn’t already exist, you can’t create it in PFS. If the trick is listed somewhere (for example: the air walk spell), then you may take it.

posted August 2013

The Exchange

This discussion is interesting, but I think the outcome remains unchanged for me. And, having reviewed the state of Animal Companions in CORE for PFS, my CORE druid just spent 2PP on a wand of Speak with Animals. That is the only clear (as mud) path to success, I think.

N N 959 - For PFS, based on what you're saying, there can be no possible adjudication of SEEK other than to have the animal just go to look for something animate, where nobody knows what happens next without Speak With Animals, because there's no defintion of what happens in the trick when it does or doesn't find something. And maybe, if you send it far enough away, there's not even any indication that it will come back as part of the trick. It might come back for other reasons - COME trick (at a distance), but the earlier trick is over at that point.

Speak with Animals version: "Hey - go do that SEEK trick I showed you and come on back and tell me what you saw!" (I kind of like this one. ;-) )

If GMs add another action for a detection result or return behavior to SEEK, then it would be considered a made-up trick and invalid per the ruling you posted. However, if it has to go to the land of table variation, then the PFS statement about GMs creating rules for animal tricks is unenforceable or if you fall on the side of the rules, then table variation is disallowed.

I wouldn't say that having to choose a method of detection is irrelevant. If the player chooses the one method his pet uses (as table variation to fix the gaping definition hole in SEEK that Noah's Ark could sail through :) ), then it may not be applicable for all tests in a scenario, and so needs to be decided before the unknown tests occur, rather than when it's optimal for a player to do so in the moment. (Not to mention the fact that the player could change it from game-to-game - more impetus for a ruling.)

However, I think Handle Animal is per the original open-sourced RPG material from Wizards, but it would be nice if Paizo fixed this long-standing definition error.

OK - I just looked - it's unchanged from D&D. So, ironically, as it turns out, I went to the D&D references - like the Skip Williams articles. He recognizes this exact issue, but it is not addressed except with similarly vague GM assumptions.

Skip Williams 2007 wrote:
The rules don't say what the animal does when it finds what it seeks [ed. EXACTLY!!], but I recommend that it stops and does something to indicate the subject's location. For example, a dog might "point" (strike a rigid pose with its nose extended toward the subject).

So, I cede my original observation re: SEEK to Skip Williams and the 2007 material and point out that this trick is long overdue for revision, improvement and additional definition to eliminate table variation, clarify what is supposed to happen in PFS, etc.

Also, animal companions, in general, require significant improvement and fixes so that they are not crippled in CORE until PC Handle Animal skill is high enough to reliably hit DC25's to push to make the animal do what is desired, especially considering the PFS ruling cited in your post and the dearth of tricks.

SEEK: Poor Definition
Animal INT3, Linguistics and Speak with Animals: Poor Definition
Basic Combat Tricks in Non-Core References: Tricks Missing and Poor Definition

Here are the Skip Williams Articles on Animals from 2007, in case anyone wants to read the whole thing:

Animals, Part One by Skip Williams
Animals, Part Two by Skip Williams
Animals, Part Three by Skip Williams
Animals, Part Four by Skip Williams

Again - I appreciate the discussion and hope the rules eventually improve.


I read the Skip Williams entries long ago and was quite familiar with them before I even played Pathfinder. I actually meant to mention them, but never got around to it.

Quote:
N N 959 - For PFS, based on what you're saying, there can be no possible adjudication of SEEK other than to have the animal just go to look for something animate, where nobody knows what happens next without Speak With Animals, because there's no defintion of what happens in the trick when it does or doesn't find something.

That's completely flawed reasoning.

As I've stated several times, a developer stated that the rules are to be read with common sense. Common sense dictates that an animal trained to Seek or Detect will act like real world animals trained to seek or detect. Of all the problems I've seen with animal companions in a game, you're the first person I've seen struggle with Seek. I say that not as a criticism but to submit that you're overthinking the Trick. If the druid can see the animal, the animal indicates where it found something. If the druid can't see the animal, it returns and indicates it found something. Perhaps you might watch episodes of Lassie on YouTube to improve your general understanding of trained animals. Because this is the point: the animal has been trained to do something so logic dictates that you train it to indicate that it found something. Why would humans train an animal to find something and make no indication when it did?

Quote:
If GMs add another action for a detection result or return behavior to SEEK, then it would be considered a made-up trick and invalid per the ruling you posted.

Return behavior is not a made up trick. The animal companion is bonded to the master and will naturally return and follow if given no other commands. So by default, the animal returns after it completes the Seek command or any other command.

Quote:
However, I think Handle Animal is per the original open-sourced RPG material from Wizards, but it would be nice if Paizo fixed this long-standing definition error.

Don't hold your breath. Everyone I've seen use this trick interprets it the way I've described.

As an FYI, one of the first wands I bought my Ranger at level 4 was a SwA. Being able to converse with the animal, even at a 2 INT will save a bunch of real time. GMs will be far more relaxed.

Quote:
Again - I appreciate the discussion and hope the rules eventually improve.

I've entered this discussion to try and give you some perspective on dealing with the rules from someone who GMs and plays with animal companions. I'll leave you with a cliche about being careful what you ask for by quoting something from UC.

Ultimate Campaign wrote:
An intelligent gorilla could hold or wield a sword, but its inclination is to make slam attacks. No amount of training (including weapon proficiency feats) is going to make it fully comfortable attacking in any other way.

This quote, imo, is totally wrong. "Training" is exactly what will make you comfortable doing something. Anyone think riding a bike is natural or comfortable experience? Intelligent animals will use tools because they are intelligent enough to realize the effectiveness of the tool. There are videos of monkey's swinging broken tree branches as clubs to scare off other monkey and this is without training. Obviously they are favoring the weapon over their natural slam attacks.

Why do I bring this up? Because the more rules the devs put out, the more they are going to potentially screw things up. The Handle Animal rules are vague in many areas, but I'm not sure a proliferation of rules is automatically going to improve the player experience.

The Exchange

>Why would humans train an animal to find something and make no indication when it did?

Lassie barked to get attention. Drug sniffing dogs sit down. There's no flaw in my reasoning - there aren't 100 different detection responses - pick one - SEEK and do 1 thing (what? as in my 1st post)...but it may not work optimally in every situation, and without definition, it's subject to table variation. The trick requires definition as to what should happen and should include text about how many variants the animal may know as part of the trick.

So, on one hand, the developers want us to use common sense to make up rules regarding how tricks should work, and on the other, they say that in PFS, we can't make up rules about how tricks should work.

I will now make my pet squirrel catch an acorn 22 times. I call it the "Catch-22" trick.

Here's a suggestion that may help make things more concrete:

SEEK: The animal moves into an area and looks around for anything that is obviously alive or animate and makes an indication on successful discovery. When an animal learns this trick, it learns a single method to indicate success appropriate to the animal's physiology (sound, gesture, movement, etc.). Until successful, the animal will continue seeking in the indicated direction or area until another command is given by its master, it is attacked or injured, or it is left unattended for more than 1 minute/companion HD, thus ending the SEEK action.

Alternately, the trick could also say that: If the animal is unsuccessful (after X time), it does not indicate and returns.

Either way. But, I'm not holding my breath - it's obviously been 8 years of table variation at this point. :)

>Return behavior

To my reading, return behavior implies the COME trick, minimally, and by extension following requires the HEEL trick. They don't appear to be automatic and would otherwise require a push command without the related tricks. If an animal automatically came back every time and followed you everywhere just because it was bonded to you, those 2 tricks wouldn't be unnecessary.

>the more they are going to potentially screw things up

Sorry - respectfully disagree. Animal companions are screwed up now because of lack of necessary definition and mechanics - in CORE, especially.

>Gorilla training

In this case, for PFS and CORE, better definition will help.

My druid really likes the Speak with Animals wand solution, at least in CORE (for now), but it doesn't really fix the underlying problem.

Thanks for the additional explanation of your viewpoints.


Zan Greenshadow wrote:

>Why would humans train an animal to find something and make no indication when it did?

Lassie barked to get attention. Drug sniffing dogs sit down. There's no flaw in my reasoning - there aren't 100 different detection responses - pick one - SEEK and do 1 thing (what? as in my 1st post)...but it may not work optimally in every situation, and without definition, it's subject to table variation. The trick requires definition as to what should happen and should include text about how many variants the animal may know as part of the trick.

Your being confounded by a specific indication on how the animal indicates something is found, is beyond me.

Quote:
So, on one hand, the developers want us to use common sense to make up rules regarding how tricks should work, and on the other, they say that in PFS, we can't make up rules about how tricks should work.

That's not what's been stated. PFS says you can't invent "Tricks." It doesn't preclude a GM from deciding how any particular Trick is executed given the specifics. As the GM you can decide that the animal returns to the master and barks or paws the ground to indicate a successful Detect or Seek. That isn't creating a new trick, that's adjudicating a rule given a specific set of facts. Not an issue in any of the games I've been involved in. As you stated that you are new to animal companions, you might find that in actual game play, this is a non-issue.

Quote:

Here's a suggestion that may help make things more concrete:

When an animal learns this trick, it learns a single method to indicate success appropriate to the animal's physiology (sound, gesture, movement, etc.).

In my experience everyone assumes this as part of the Trick. As I've stated, never seen this been a topic of discussion from player or GM.

Quote:
Until successful, the animal will continue seeking in the indicated direction or area until another command is given by its master, it is attacked or injured, or it is left unattended for more than 1 minute/companion HD, thus ending the SEEK action.

Right, and all of this follows from the rules that have been written.

1. If time is not a factor, the animal Takes 20 after which, the animal returns.

2. Animals, per RAW, will defend themselves if attacked. So naturally if the animal is attacked, the animal will stop seeking and defend itself.

3. Injury doesn't stop an animal from doing something, it only increases the DC by 2. Now, will an animal stand on top of lava and Seek? Technically, the rules say it will if you beat the increased DC. Good luck getting most GMs to agree to that. Once you get into an INT 3 animal or higher, who knows what it might do if faced with an injury. Probably depends on so many different factors, the developers aren't going to bother to list them all out. Instead, they rely on the GM to figure it out.

4. Take 20 only takes 1 minute and extends to all areas that the animal can perceive, with distance penalties where appropriate. Now, where the rules are vague is how big an area will the animal search? Once again, that's going to be so situationally dependent, I can see why they don't try and codify it.

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Alternately, the trick could also say that: If the animal is unsuccessful (after X time), it does not indicate and returns.

I think you'll find that nearly all GMs assume this is the default behavior.

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To my reading, return behavior implies the COME trick, minimally, and by extension following requires the HEEL trick. They don't appear to be automatic and would otherwise require a push command without the related tricks. If an animal automatically came back every time and followed you everywhere just because it was bonded to you, those 2 tricks wouldn't be unnecessary.

You've missed a very very important phrase in the Come trick, "even if it normally would not do so." A similar statement exists for Heel. This tells us that the animal will normally Come and Heel and these tricks are only necessary when doing so would be counter-intuitive for the animal e.g. the animal has to run through a brush fire to reach you. You would probably need Heel to get the animal to climb on the back of a dragon or a whale. You do not need Heel when walking around town.

I really think that once you start playing with AComs, you'll find it's not as unmanageable as it might first appear. Of course, there are definitely times when you and your GM will be in disagreement and the rules will be of little help. And while we can all agree that some additional clarification might help, YMMV.


Zan,

As luck would have it, someone linked the quote from the devs I was referring to earlier. This might help in how you approach Handle Animal Tricks.

Sean K Reynolds wrote:
pres man wrote:
True, but game rules should not be written to take into account the "common sense" of DMs.

Why not? The game assumes the GM can read, can use logic to determine whether or not a character is flanking, how much cover a table provides, monster tactics, and so on. Assuming the GM has common sense allows us to have a 576-page rulebook instead of a 1,200-page rulebook.

The game shouldn't have to explicitly spell out how fast you can dig with a shovel, how long you can use a shovel before you have to rest, how long you can use a shovel before it breaks, whether or not you can use a shovel as an improvised plate or lever, whether or not you can use a shovel to chip through a stone wall, whether or not you can use a shovel as a breathing device when you're hiding underwater in a swamp, and so on.

There is a HUGE amount of knowledge that the game assumes you know, because knowing that is common sense. For example, the descriptions of the races in the Core Rulebook don't say "humans need air to breathe, humans need food and water, humans need to pee and poop, humans contain blood, humans are alive, humans walk on two legs." You can infer some of those things with other parts of the rules (Suffocation, page 445; Starvation and Thirst, page 444; Injury and Death, page 189) but some of them aren't stated anywhere because it's common sense.

The game also gives GMs a set of tools for making decisions based on common sense. If a skill normally requires a set of tools, you can either have the appropriate tools (+0 bonus), masterwork tools (+2 bonus), improvised tools (-2 penalty), or no tools at all (unable to use the skill). The game doesn't define what "improvised tools" are, it assumes the GM is competent enough to make a ruling about whether or not a particular item is suitable as an improvised tool. Can you use a club as an improvised lockpick? Common sense says no. Can you use a dagger? Common sense says yes. Can you use a rope, hourglass, or iron pot? Common sense says says no. Can you see a flask of oil, fishhook, and sewing needle? Common sense says yes.

So, yes, it's perfectly valid for the game rules to assume that the GM understands how the real world works and can make rulings based on that knowledge. Otherwise you're asking for a game book that has to spell out every single thing so that the most thick-witted person in the world never has to think at all when running or playing--at which point you're in a world where we need instructions for toothpicks, warnings on chainsaws that say "do not attempt to stop the chain with your hands," and instructions on peanut packages that say "open package and eat contents."

Are you really arguing that we shouldn't assume that the reader is a person of at least average intelligence with at least an average awareness of how the world works?

From this thread: http://paizo.com/threads/rzs2jv2m&page=2?Spiked-Chain-vs-Bladed-Scarf#9 7

Sczarni

Indeed.

GMs (whether they're running PFS or not) are not robots.

Those suggestions I was outlining in my first couple posts were me speaking as a PFS GM.

The form of table variation that's frowned upon is the big stuff, like having a GM saying a raging Barbarian/Rogue can't benefit from Sneak Attack, when no such rule exists. Or GMs that restrict certain classes or mechanics, because they're "uncomfortable" with them.

Basically, you should be able to build a character and be able to have that character function from table to table.

The small stuff, like having a dog "bark" vs "point" when using Seek, isn't really worth sweating over.

Things would actually be made *worse* if its limitations were defined (and would contribute to that 1200pg Core Book that nobody wants).

The Exchange

The discussion is certainly interesting, informative and helpful in various ways, perhaps in a larger context, and I appreciate the interaction, but I disagree that there is not a fundamental problem with the SEEK command. It's not because of being uncomfortable or uncreative or unable to adjudicate in a common sense framework. It has to do with how the animal has been trained in the limited scope of a single trick it has learned.

In one moment when seeking, the animal companion makes a noise, in another, it points or sits, in another, it returns and wags its tail - whatever is situationally safe and convenient for the player at a table in that moment where their companion is infinitely smart and malleable - doesn't work for me. There should be one way that the animal is trained to respond as part of the trick, albeit appropriate to any given companion physiology, where the player will then use their wits to assess if they want to try it or not.

In terms of bringing the focus back to the narrow issue of the original point I raised, nothing would be made worse by fixing this specific long-standing error in the OGL. There would only be much-needed clarity so that GMs could do the real work of adjudicating what happens in various situations when the animal executes their trick in the manner that they have been trained (to respond), especially since it has the potential to completely change the initiative and outcome of any one of a number of possibly hostile situations that players may face.

Until that day comes, at my tables, there will be 1 way that the animal can indicate as part of SEEK and the player will specify what that is at the start of the game. If it works to their advantage, great. If it doesn't, great. If Paizo ever fixes this OGL issue, great. Then, we can base GM adjudication on the additional clarity they provide.

Sczarni

Zan Greenshadow wrote:
In one moment when seeking, the animal companion makes a noise, in another, it points or sits, in another, it returns and wags its tail - whatever is situationally safe and convenient for the player at a table in that moment where their companion is infinitely smart and malleable - doesn't work for me.

That's a consequence of allowing the player to control the actions of their Companion.

If that doesn't work for you, I have good news! Because players controlling their Companions isn't allowed by the rules.


Zan Greenshadow wrote:
In terms of bringing the focus back to the narrow issue of the original point I raised, nothing would be made worse by fixing this specific long-standing error in the OGL.

Completely disagree for many reasons:

1. It's not something that, imo, adds to the enjoyment of the game. I don't care as a player or a GM how the animal indicates that it found something using Seek or Detect.

2. If it were codified, it would require that I spend time and energy as a GM to decide what exactly happens. If the animal barks, what does that mean? Are there other dogs in the area that might bark back? Are there dogs in the area that might be barking randomly? Does a wolf bark sound like a dog bark? Does an NPC know what kind of animal is barking? What if the animal is an insect and it clicks? How loud is the clicking? Is a Dog barking louder than a centipede clicking?

You're slowing down the game for what value? How is the game improved by dialing up the granularity on how an animal indicates a Seek? You wrote this:

Quote:
...especially since it has the potential to completely change the initiative and outcome of any one of a number of possibly hostile situations that players may face.

How does it change the init of any situation? It may change whether NPCs respond or not, sure. But then an animal signaling is probably not any louder than the party marching down the hall to begin with.

3. If you're going to zero in on the response of a Seek command, what about Handle Animal checks themselves? Why aren't you concerned about how animals are commanded?

4. You wrote:

Quote:
Until that day comes, at my tables, there will be 1 way that the animal can indicate as part of SEEK and the player will specify what that is at the start of the game. If it works to their advantage, great. If it doesn't, great.

So this is what I posited earlier on. The only reason one cares if you want to attach some consequence. Since the default state is nothing bad happens, you're adding an asymmetrical opportunity for something bad to happen. "If it works to their advantage" translates that the Trick works as written. "If it doesn't" translates to something screwing over the PC e.g. here comes the encounter from two rooms away because your dog barked.

That's not an improvement to the game, imo, because it's an arbitrary attempt to focus in on realism when there are probably hundreds (maybe thousands) of rules where realism is completely ignored in order to make the game more playable. This is such a case. The rules don't indicate how the animal responds because both WotC and Pathfinder figured it's not adding value.

Zan, I think you're focused on the wrong thing. But, it's a free world, so knock yourself out.

Sczarni

A pregame conversation with your GM (or your player) should alleviate most of the stress you're experiencing.

Player: "Hey GM, I have a Fox Hound as my Animal Companion."

GM: "A dog? Cool! I'm tired of seeing Tigers everywhere. Anything I need to know about it?"

Player: "Well, I trained him to Seek. I have him scout ahead, within sight of the party, to look for trouble. Since he's a hound, he bays if he finds something. He's not the pointer type."

GM: "Excellent! That's reasonable, different, and it saves the poor Rogue from having to be the first to die (again)."

Rogue: *mumble mumble*

Verdant Wheel

This is a fair compromise/solution Nefreet.

Because honestly the notion that "players controlling their Companions isn't allowed by the rules," while theoretically sound, doesn't really happen at the table (at least in my experience) because the DM has enough things to do.

Sczarni

Indeed.

I, as well, often entrust players with control of their critters. Most GMs I've encountered, do.

But no player should expect that to be the case for every GM.

The Exchange

Nefreet/rainzax - completely agree, and it is the best compromise without an additional ruling from Paizo to fix this OGL error.

Zan Greenshadow wrote:
...at my tables, there will be 1 way that the animal can indicate as part of SEEK and the player will specify what that is at the start of the game.

Also, it has less to do with player control and more to do with the trained animal response as an implied required component of the trick that it has learned.

However, regarding control, if the animal is out of sight/earshot/command* range of its master while performing SEEK, what happens AFTER it indicates via its learned method based on the last player-controlled command is up to the GM to resolve (including managing the animal companion), whenever such resolution is required.

*(not to the exclusion of exotic combinations of spells/effects like domination and telepathy or even more common situations involving things that might impede a player from noting a response, such as darkness, silence, incapacitation, etc.)

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