
Grismar |
Hm, ok, thanks for the feedback. I guess it's good to know that I didn't miss any rules at least. I also felt a rule of thumb / house rule was needed to determine when the creature will flee.
What I use now: An animal companion flees once it drops below 2/3 of its HP. The only way to keep it fighting beyond that point is by continuously handling it; effectively the Druid loses a move action each round to have their animal companion keep fighting, or it will flee. As it is damaged, DC increases by 2 per normal rules.
I don't use special rules after it flees, but of course the flee itself needs a duration in principle. I generally assume that the animal flees for the remainder of the battle.
But of course, as long as the druid or anyone with sufficient skill in Handle Animal can still command it, it's possible to get it to attack again. However, without being healed, it will flee again as soon as it is attacked again (regardless of added damage, since it is already below the threshold).
Regarding the "Down" command: I agree that it should work like the rules say technically, but I also noticed that hardly any GM enforces the rule. However, I think this is the main reason that Animal Companions sometimes seem seriously overpowered, especially at lower levels. Not because it costs another "trick slot", but because having to call it "down" before it can "attack" again takes two moves and effectively uses up an entire round for a druid.
A final note on fleeing: I sometimes have the same issues with monsters. At what point does a non-intelligent monster give up? I'm not advocating a complex morale system, but a simple rule of thumb that's tested for balance would be nice. I now solve this on a per-encounter basis, noting the state of mind for a group of creatures beforehand. (opportunistic, hunting, bloodthirsty, .. stuff like that)