Who really controls the familiar / animal companion?


Pathfinder First Edition General Discussion

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MendedWall12 wrote:
thejeff wrote:
Shifty wrote:
The player contols the pet, through the character, within the limitations of the RAW and statblock.

So what does the pet do, when the character can not or does not control it?

Sit there like a lump, because it's no longer being controlled?
Act on it's own, trying to follow the last orders or help it's master as best it can, but probably less effectively since it's not getting specific orders?
Continue to do exactly what the player wants?
Great questions. I believe the best answer is that the player should role play what they believe the animal would do according to its last given direction, its instincts for survival, its loyalty to its master, and its limited intelligence. Which is, of course, what role playing is. Trying to figure out what a supposed entity would do in any given situation based on what you know about it. In these situations the GM can help guide the decisions based on what they know about the world, but should still let the player direct the actions of the animal within the scope of all the things I listed above.

I'd pretty much agree with that, especially in an ongoing combat. With the caveat that I'm much more okay with a GM overriding the pet's actions than the PCs.

In situations where the PC (or especially none of the PCs) are present, I probably wouldn't play out the action at all, but only report on the results or what the PC would know: Emotions through the link as the familiar scouts, the guard dog sitting proudly on the thief's chest when the party returns to the camp.
This keeps the players from having OOC knowledge and preserves mystery and tension.

Silver Crusade

Selgard wrote:
ElyasRavenwood wrote:

Well it seems to me that there are two camps of thought. Some say no the GM cant controll my Animal companion, Eidolon/ familiar only I the player can decide what the companion does.

I suppose I am of the school of thought where the GM can use the animal companion/ Familair/ Eidolon to further the plot of the story.

Ie the wolf digging up a corpse, so the PCs get involved in a murder mystery,

Or the Imp familiar engaging in playful bantor with the PCs and others, and of course doing what the Imp is ultimately there to do, to tempt others towards the path of damnation, and making sure his master is firmly on that path by subtlely encouraging him to do morally questionable things.

But during a combat situation, I let the PCs have complete control of their Animal Companion/ Familiar / Eidalon.

I'm going to split a hair, just to show where, to me, the difference is:

1) DM "your wolf is digging in the ground and has discovered a corpse."

2) DM: "you notice your wolf has stopped and is pawing at the ground, as though starting to dig. what do you do?"

#1 is playing your companion for you.
#2 is using an action to show you that your companion has found something. He'd doing this instead of just saying "hey your companion found something under the ground with scent". it leaves /you/ the player, with the choice: investigate? call off the hound and ignore it? or whatever you want to do. The choice is yours.

Compare:
A)the DM says "you see a secret door there and when you try to open it you find a trap and it hit you and does 32 damage"
B) DM: "you find a secret door here *marks it on the map* what do you do?"

One is giving information. One is giving information and depriving you of the ability to choose how- or even if- to act on that information.

I don't think folks have an issue with the DM using the companion (or familiar) to inform them of something the AC or familiar has found using their senses that the master/owner/character has failed...

Selgard,

you have made a good point. I will have to keep that in mind for the future. It is always a good idea to keep the players involved....and that would be an even better way to draw them in. Thank you
Elyas


@ thejeff: Totally agree.


As a GM, I will occasionally control a familiar or animal companion at low levels, but the players will know ahead of time that this is a possibility.

Generally once they acquire the ability to speak with their companion my control stops, and passes entirely the player. For familiars, that's generally 5th level.

For animal companions I'll always allow a player to handle or push (depending on the situation) their companion to not do something if they don't want it to do what I'm making it do. A failure represents a failure on their part to control the companion. It's not a mindless tool to be ordered around after all.

Eventually their handle animal skill will get high enough to be an auto-success. At that point I generally stop taking control of animal companions altogether.


Gluttony wrote:

As a GM, I will occasionally control a familiar or animal companion at low levels, but the players will know ahead of time that this is a possibility.

Generally once they acquire the ability to speak with their companion my control stops, and passes entirely the player. For familiars, that's generally 5th level.

For animal companions I'll always allow a player to handle or push (depending on the situation) their companion to not do something if they don't want it to do what I'm making it do. A failure represents a failure on their part to control the companion. It's not a mindless tool to be ordered around after all.

Eventually their handle animal skill will get high enough to be an auto-success. At that point I generally stop taking control of animal companions altogether.

It is good to note though that for familiars anyway- assuming the master has a rank in any language skill (linguistics: draconic, for example) that the familiar automatically has it too.. and thus the master at least can talk to the critter even if it can't talk back yet.

And with a 6 int, it understands the commuication as well..
(sadly the int issue with AC's has been FAQ'd into the ground)

-S

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

My two C-bills,

The player controls the AC (with rolls) and Familiar/Eldion, etc. with a GM veto. But then the GM always gets a veto. It's akin to the 'crap he rolled low, everyone search!' thing.

PC: Fluffy the wolf is going to leap through the window and rescue the kids! (rolls poorly on AC check)
GM: Fluffy recoils from the big scary window.

PC: Fluffy is going to charge into the life draining aura that repells animals because he loves me so much and drag the kids to safety.
GM: Fluffy gives you a look of 'frak no'.

PC: I attack the golem to make a called shot to wipe the first letter from its head.
GM: Ok, explain to me how your knight from Krynn a) speaks Hebrew, b) knows the legend of the golem of Prauge and c) knows enough to recognize it as a Jewish Golem to even try this stunt.*

PC: I check for traps (rolls a 20)
GM: There are no traps you find.
Other PC: I open the door then.

PC: I check for traps (rolls a 1) uh-oh...
GM: There are no traps you find.
Other PC: Um, we all check for traps then.
GM: As soon as you can explain why your actions changed from every other time he doesn't find traps, sure.
PCs: Mutter.

*

Spoiler:
Actually had this happen in a game when they were in a French Style Ravenloft campaign. Yes it was a rift of the Golem of Prauge. No, the character couldn't have know that. Though I'll confess I was amazed the player knew it.


Matthew Morris wrote:

PC: I check for traps (rolls a 1) uh-oh...

GM: There are no traps you find.

That's why most PCs in my games, when not under duress, will take 20 on their perception checks. It prevents the "oh crap I rolled a 1" metagaming.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

MendedWall12 wrote:
Matthew Morris wrote:

PC: I check for traps (rolls a 1) uh-oh...

GM: There are no traps you find.
That's why most PCs in my games, when not under duress, will take 20 on their perception checks. It prevents the "oh crap I rolled a 1" metagaming.

When I GM, players HATE the words "Looks like" "Appears" and "seems". :-)


Matthew Morris wrote:
When I GM, players HATE the words "Looks like" "Appears" and "seems". :-)

Add in "as far as you can tell..." and "to the best of your knowledge..." my players hate all of the above. :D


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Matthew Morris wrote:
MendedWall12 wrote:
Matthew Morris wrote:

PC: I check for traps (rolls a 1) uh-oh...

GM: There are no traps you find.
That's why most PCs in my games, when not under duress, will take 20 on their perception checks. It prevents the "oh crap I rolled a 1" metagaming.
When I GM, players HATE the words "Looks like" "Appears" and "seems". :-)

Isn't there an actual rule that specifically states the GM makes trap searching rolls in secret so that the player's can't metagame like this?

It amazes me how many perceived problems aren't actually problems, just people not fully grasping the rules.


I believe that's only for disabling it, although I'd have to read thru the trap rules again.


I don't think so, because the take 20 rules specifically mention taking 20 on Perception checks and then again specifically in regards to searching for traps.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

It's only a problem if you and your players *make* it a problem.

As a GM I like my players rolling as much as sensible. If the players metagame the roll. "You rolled a what? I'm searching too!" then it's a chance to talk about *why* that's the wrong thing to do.

It helps give them the illusion of control. I can easily say "The DC was too high, the trap explodes," no matter who rolls the die.

Of course as my inner sadist demands, I will also call for 'thematically appropriate' perception rolls, will saves, etc etc. even if they don't affect the game. If the players never know when that perception check is 'real' then they get used to making them and not preparing for combat every time I call for one. (OR, they burn resources every time I call for one, and it's a win/win.)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
MendedWall12 wrote:
I don't think so, because the take 20 rules specifically mention taking 20 on Perception checks and then again specifically in regards to searching for traps.

Please quote the relevant rules where you claim is makes such a statement "in regards to searching for traps."

I just don't see how that can be the case, seeing as there is a real consequence for failure, and you are assumed to fail 19 times before you get that 20.


Ravingdork wrote:
MendedWall12 wrote:
I don't think so, because the take 20 rules specifically mention taking 20 on Perception checks and then again specifically in regards to searching for traps.

Please quote the relevant rules where you claim is makes such a statement "in regards to searching for traps."

I just don't see how that can be the case, seeing as there is a real consequence for failure, and you are assumed to fail 19 times before you get that 20.

In searching for traps?

Disarming them, certainly, but not looking for them.


thejeff wrote:
Ravingdork wrote:
MendedWall12 wrote:
I don't think so, because the take 20 rules specifically mention taking 20 on Perception checks and then again specifically in regards to searching for traps.

Please quote the relevant rules where you claim is makes such a statement "in regards to searching for traps."

I just don't see how that can be the case, seeing as there is a real consequence for failure, and you are assumed to fail 19 times before you get that 20.

In searching for traps?

Disarming them, certainly, but not looking for them.

I have never been a fan of the take 20 or take 10 rules but I do agree, take 20 is essentially like looking to find a trap 20 times in a row if it wont blow up by looking at it then there is no consequence.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Agree with theJeff

There's no rule saying failing a perception check in and of itself sets off the trap.

In fact...

Pathfinder RPG, pg 86 wrote:
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

So there's your rule reference.


Ravingdork wrote:
MendedWall12 wrote:
I don't think so, because the take 20 rules specifically mention taking 20 on Perception checks and then again specifically in regards to searching for traps.

Please quote the relevant rules where you claim is makes such a statement "in regards to searching for traps."

I just don't see how that can be the case, seeing as there is a real consequence for failure, and you are assumed to fail 19 times before you get that 20.

Taking 10 and Taking 20

Relevant text

d20pfsrd.com--emphasis mine wrote:
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Edit: Ninja'd


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thanks everyone. Seems I was getting Perception and Disable Device mixed up.


Shifty wrote:
A class feature is a class feature, and operates by RAW. Regardless of our opinions about it being its own creature, it is ultimately an extension of the character as a class feature. That it has its own 'personality' is simply fluff - and like any fluff should neither have a mechanical advantage OR disadvantage.

On the flip side: that a PC has a "personality" is simply fluff, too, and yet that fluff has effects all the time - it's what differentiates a RPG from a tactical combat simulator. I see no hard and fast rule that the existence of a personality is completely meaningless, which is what you seem to be arguing.

In my experience, most of my players want to role play with their familiar/animal companion/cohort, which generally means control of it falls to me... right up until the dice come out, when control reverts back to the player.


It having its own personality doesn't mean that personality isn't in the control of the PC it belongs to though. And if a DM wants that enforced they need to let the PC know it. (then if the PC refuses to, or just flat out doesn't ever do it, then the DM can enforce it by doing it himself or by whatever other means come to mind.. just like enforcing any other rule).

But hey, maybe I want my familiar's personality to be shy and quiet and outta the spot light.

Shy, quiet, and not bothering everyone all the time /is/ a personality type too- afterall.

-S


Sure, if you want your pet toad to spend the next 20 levels tucked conveniently out of sight in your pockets, that's your prerogative... but I think you're missing out.

My point is simply that the essence of the "RP" part of "RPG" is that personalities exist and are not irrelevant. Unless you've got a pet robot, your pet has a personality, just like everyone else. And my experience is that when my players want to interact with their cohort/pet/whatever, they have generally found it more satisfying when said pet is played by someone else. It gives them something to react to.

Which is not to say, of course, that mechanical control of the pet/cohort/whatever should leave the player's hands except in truly remarkable circumstances.


Glendwyr wrote:
Shifty wrote:
A class feature is a class feature, and operates by RAW. Regardless of our opinions about it being its own creature, it is ultimately an extension of the character as a class feature. That it has its own 'personality' is simply fluff - and like any fluff should neither have a mechanical advantage OR disadvantage.

On the flip side: that a PC has a "personality" is simply fluff, too, and yet that fluff has effects all the time - it's what differentiates a RPG from a tactical combat simulator. I see no hard and fast rule that the existence of a personality is completely meaningless, which is what you seem to be arguing.

In my experience, most of my players want to role play with their familiar/animal companion/cohort, which generally means control of it falls to me... right up until the dice come out, when control reverts back to the player.

That's a strawman if I've ever seen one. At what point did Shifty say personality was completely meaningless? If you reread the post carefully you'll see that Shifty simply says the personality of an animal companion should not provide any mechanical advantage or disadvantage, which it shouldn't. At no point did he say it was "completely meaningless."

Shifty's argument is completely valid, because the only time that how you roleplay a character's personality should provide any mechanical advantage is if an NPC particularly likes that kind of personality and it gives you a circumstantial +2 to a diplomacy skill check or something along those lines.

Also, your experience is perfectly valid, but that does not mean it is the sum total of every gaming group on the planet. You must be open to the idea that not every group enjoys it, or even runs it, the way that your group does. Perhaps some people like to roleplay their character and his/her animal companion both. For those people "control" is an all time thing, and their GM (assuming they were aware of that desire ahead of time) should be okay with that, since there is no RAW that states the GM must be in control of that particular class feature.


As DM I -ALWAYS- take control over ACs / familiars. I find that letting players control them invariably* leads to the companion's presence or absence, actions, ability to understand and follow orders, and Handle Animal or other checks being handwaved. To a large extent that style of play leads very frequently, in my personal experience, to the companion ultimately being devoid of personality.

It's much more fun to challenge the PCs to find solutions regarding how to communicate digging, guarding, strict obedience regarding powerful innate urges such as as prey or examples of the opposite gender, or what have you. (So long as challenges targeted at individual PCs are not asymmetrically applied).

From a mechanical standpoint, NPC cohorts are every bit as much a character feature for those with the Leadership feat as ACs / familiars. And yet far fewer here seem to be suggesting that it is inappropriate for the DM to assume control over such an NPC.

* I should say that by invariably, I do not mean that I cannot conceive of an exception existing anywhere. But I've never personally experienced one.

Liberty's Edge

That just pushes people from playing those classes or choosing that part of the class feature. I was recently driven from playing a druid in a new campaign(level 1) because the DM said a druid will not start with a companion and I would have to get one through a side solo adventure. I went fighter ;p


MendedWall12 wrote:
That's a strawman if I've ever seen one.
Perhaps I should spell out the logic more clearly?

  1. Assumption: We all understand that personality generally doesn't provide a mechanical advantage or disadvantage.
  2. Assumption: Shifty has a non-trivial point to make.
  3. Assumptions 1 and 2 are incompatible if Shifty is talking about pure game mechanics.
  4. Inference: Shifty is talking about something else.
  5. Observation: No one has argued for mechanical advantages or disadvantages per se. The entire conversation is really about who makes the choices.
  6. Inference: Shifty is really talking about the effects of choices made by the pet.
  7. In which case, not a straw man.

Quote:
Also, your experience is perfectly valid, but that does not mean it is the sum total of every gaming group on the planet. You must be open to the idea that not every group enjoys it, or even runs it, the way that your group does.

Indeed. That's why I qualified everything with "in my experience" in the first place.


Glendwyr wrote:
MendedWall12 wrote:
That's a strawman if I've ever seen one.
Perhaps I should spell out the logic more clearly?

  1. Assumption: We all understand that personality generally doesn't provide a mechanical advantage or disadvantage.
  2. Assumption: Shifty has a non-trivial point to make.
  3. Assumptions 1 and 2 are incompatible if Shifty is talking about pure game mechanics.
  4. Inference: Shifty is talking about something else.
  5. Observation: No one has argued for mechanical advantages or disadvantages per se. The entire conversation is really about who makes the choices.
  6. Inference: Shifty is really talking about the effects of choices made by the pet.
  7. In which case, not a straw man.

Quote:
Also, your experience is perfectly valid, but that does not mean it is the sum total of every gaming group on the planet. You must be open to the idea that not every group enjoys it, or even runs it, the way that your group does.
Indeed. That's why I qualified everything with "in my experience" in the first place.

I'm sorry, at what point in your assumptions and inferences did you address the fact that you said the words "completely" and "meaningless" one right after the other in reference to his argument about the mechanical ramifications of the personality of a class feature?


MendedWall12 wrote:
I'm sorry, at what point in your assumptions and inferences did you address the fact that you said the words "completely" and "meaningless" one right after the other in reference to his argument about the mechanical ramifications of the personality of a class feature?

I'm sorry, at what point did you find "Shifty is really talking about the effects of choices made by the pet" and "Shifty is talking about the mechanical ramifications of the personality of a class feature" to be indistinguishable?

Look, this is very simple. The fact that you're aggressively unable to comprehend it is mind-boggling.

In excruciating detail:

  • I have already concluded that by "mechanical advantages or disadvantages" that Shifty must be talking about the effects of choices made by the pet, since that's about all he could be talking about without either making a trivial observation or making an observation wildly off topic.
  • Shifty stated that there should be no such advantages or disadvantages.
  • Ergo, the effects of those choices must be inconsequential - which is a close enough synonym for "completely meaningless" for my purposes.

    Now, am I exaggerating what I perceive to be Shifty's point a bit? Of course. Am I saying something wildly off what I perceive his point to be? No. Am I presuming that you're discussing in good faith? Yes? Should I be? Apparently not.


  • Selgard wrote:
    It is good to note though that for familiars anyway- assuming the master has a rank in any language skill (linguistics: draconic, for example) that the familiar automatically has it too.. and thus the master at least can talk to the critter even if it can't talk back yet.-S

    True, but I've only ever seen one player (other than me) take linguistics ranks. :P


    Glendwyr wrote:
    On the flip side: that a PC has a "personality" is simply fluff, too, and yet that fluff has effects all the time - it's what differentiates a RPG from a tactical combat simulator. I see no hard and fast rule that the existence of a personality is completely meaningless, which is what you seem to be arguing.

    Pretty much well argued above.

    The pet owner has the full utility of the pet the same way he does his own character - you want to give him one jot less than that then you need to start compensating that player for nerfing him.

    The personality of the pet should provide no mechanical advantage or disadvantage to the game play. The GM should not reduce the utility of the pet by attributing it 'personality' as he sees fit no more than the player should attribute it a 'personality' that provides him a mechanical advantage. The GM should not be able to veto a players control of the pet because he thinks "Oh that horse totally wouldn't do that" - thats implementing a mechanical disadvantage to the player by enforcing a 'fluff' subjective judgment call - which is wrong.

    Mechanically, the 'personality' should make no appreciable difference to the gameplay in any way shape or form other than maybe the cat plays with balls of string in its off time. When the dice start hitting the table then all personality should be simply put aside as the pet is now acting as a class feature, not part of the roleplay tapestry of the campaign.

    I assume you can tell the difference between a 'fluff' argument and a 'crunch' one?


    Shifty wrote:

    Pretty much well argued above.

    The pet owner has the full utility of the pet the same way he does his own character - you want to give him one jot less than that then you need to start compensating that player for nerfing him.

    So... just to check: by giving mechanical advantages and disadvantages you are indeed talking about taking control of the pet away from the player and having it do game-relevant things? Which is what I understood in the first place.


    As above...

    Went back to edit it.

    The pets 'fluff personality' has no place in a 'crunch' outcome, and where 'crunch' decisions are being made the personality of the pet would be meaningless. You can call it a 'Longsword of my peoples, handed down from generation to generation' and even draw an awesome picture of it, but when you swing it, the thing still does 1d8 like the rules say.

    The GM should not decide out of the blue that it now does D6. The player cant say it does 1d8+1 'because it is awesome'.


    Gluttony wrote:
    True, but I've only ever seen one player (other than me) take linguistics ranks. :P

    Wow. Games that I've been in seem to turn in to contests of who can have the most languages not spoken by others in the group. Different tables, different styles - I guess.

    Edit: And the the actual question of the thread. I'm used to GMs having partial control, particularly in non-combat situations. Playing them as NPCs. Sometimes to cause minor annoyance (in the name of comedy value), but never to actually cause problems. Though I will admit when I'm the GM I tend to leave them up to the players as I have enough work to do already.


    Shifty wrote:
    Glendwyr wrote:
    On the flip side: that a PC has a "personality" is simply fluff, too, and yet that fluff has effects all the time - it's what differentiates a RPG from a tactical combat simulator. I see no hard and fast rule that the existence of a personality is completely meaningless, which is what you seem to be arguing.

    Pretty much well argued above.

    The pet owner has the full utility of the pet the same way he does his own character - you want to give him one jot less than that then you need to start compensating that player for nerfing him.

    Do you make skill rolls to tell your character what to do? Are different parts of your character not able to talk to each other?

    The character feature is that you have a pet to help you. That is a part of the character. The pet itself is not part of the character.

    RAW does not say the player has total control over the pet. It in fact gives rules for how the character tells an animal companion what to do.

    That said, perhaps we're really just talking past each other. It would be vanishingly rare that I'd have a pet disobey actual orders (successful Handle Animal rolls). Obvious suicide moves. Times when the animal (probably through it's senses) knows something you don't. (Or do you also want to be told everything this part of your character that can't communicate with the rest of your character perceives?) Even then a good enough roll would probably override.

    The more interesting cases to me are when your character isn't giving it orders. When you're not in combat or when your pet is in combat or potential combat but you're not there. Do you demand to play it as "full utility" or roleplay it as a trained animal without specific orders?
    Or the example of the familiar's scouting mission I used before? Do you want to play the scouting out as the familiar or play the wizard sitting back waiting with only the empathic link to communicate through?

    That is what "full utility" sounds like to me. If that's not what you mean, perhaps we're closer than it seems.


    So in fact, you're saying exactly what I thought you were saying. The Shifty is who we thought he was! To paraphrase: "personality" shouldn't effect "crunch" game play in any meaningful way.

    I should say that I don't vastly disagree with you: when it comes time to roll, it's all on the player. When we're not role-ing, not rolling, I'm totally okay with control passing to the DM. Of course I'm also okay with control remaining in the hands of the player - but I find it boring.

    What I reject, however, is any notion that you can completely separate personality and "crunch" game play, because I don't accept the notion that "crunch" and "role play" are completely separable.

    Briefly: I'm not generally cool with the DM saying "your horse wouldn't do that" when it comes time to combat, but I'm also not cool with "your horse is a robot cleverly disguised as a horse," which I think is the practical effect of your position.


    Shifty wrote:

    The personality of the pet should provide no mechanical advantage or disadvantage to the game play. The GM should not reduce the utility of the pet by attributing it 'personality' as he sees fit no more than the player should attribute it a 'personality' that provides him a mechanical advantage. The GM should not be able to veto a players control of the pet because he thinks "Oh that horse totally wouldn't do that" - thats implementing a mechanical disadvantage to the player by enforcing a 'fluff' subjective judgment call - which is wrong.

    Mechanically, the 'personality' should make no appreciable difference to the gameplay in any way shape or form other than maybe the cat plays with balls of string in its off time. When the dice start hitting the table then all personality should be simply put aside as the pet is now acting as a class feature, not part of the roleplay tapestry of the campaign.

    I assume you can tell the difference between a 'fluff' argument and a 'crunch' one?

    That is so alien to me.

    Do your character's personalities ever have any effect on their combat actions?
    Or is that all just fluff too? Fine for rp in your off time when it doesn't count, but when it comes to a fight they are all ice-cold killing machines?


    Whilst I agree that at the end of the day it make sense that a pet/creature should have its own personality and habits from which it would derive its in game personality and responses, the situation we have here is that 'in game' the horse ALSO happens to represent the mechanics of a particular class in that it is a feature - just like the ability to swing a sword, cast a fireball etc, and as a feature it has a set of mechanics that work a certain way.

    When the 'personality' is used as a reason to deviate from the 'mechanics' then the class feature is being altered, for better or for worse, and this isn't fair or correct.

    When the GM denies the player the action they want their class feature to take for a reason outside RAW, they are applying the 'creatures personality' (which the GM has applied by fiat) mechanically. This should never happen.

    When its game time, the horse does indeed become robot horse, as combat is very much a game of mechanics - and that horse is part of the machinery.

    The players (character) personality certainly does affect their in game decision making. The pet, however, is not a player.


    thejeff wrote:
    Do your character's personalities ever have any effect on their combat actions?

    thejeff, I've found I agree with you above, but I think you might be looking at this particular part slightly askew. There's a difference between, my raging half-orc barbarian charging the nearest gnome because he hates gnomes, and the bonus to hit provided by the mechanics of rage. You see what I mean? Of course your "choices" as a character affect what happens in combat, but they should never affect how easy it is to hit, or how much damage you do.

    I'm pretty sure that's what Shifty has been saying all along. Also Glendwyr, looking at your most recent post, I think we actually agree with each other on most of this, except the separation of roleplay and crunch. Again, reference the argument above. My ranger may stroll back and attack from range or wade in and go melee weapons (that's a roleplay choice), but if he's fighting his favored enemy, the mechanics provide a bonus to hit and damage. That's the difference between roleplay choices, and mechanical operation of a character.

    What Shifty is arguing, and what I would be inclined to agree with, is that the animal companion is designed as a mechanical benefit to the player character whether that is in or out of combat. A wizard can cast share memory in or out of combat, his motive for casting it could be personality or combat advantage, either way the operation of the spell is the same.


    Agreed Mended.


    Shifty wrote:
    Agreed Mended.

    Good, I didn't want to be putting words in your mouth, or making assumptions about your argument incorrectly. ;)


    MendedWall12 wrote:
    I'm pretty sure that's what Shifty has been saying all along. Also Glendwyr, looking at your most recent post, I think we actually agree with each other on most of this, except the separation of roleplay and crunch. Again, reference the argument above. My ranger may stroll back and attack from range or wade in and go melee weapons (that's a roleplay choice), but if he's fighting his favored enemy, the mechanics provide a bonus to hit and damage. That's the difference between roleplay choices, and mechanical operation of a character.

    Yeah, I don't think I'm adopting a particularly controversial position. Certainly I don't think anyone, ever, has been arguing that, for example, "my bear hates goblins so it should get a +2 bonus to hit against them." I can't imagine anyone adopting that position without giving their bear a level in ranger or something.

    Similarly, in combat, whether your bear hates goblins or not, the DM doesn't get to say "your bear won't attack that goblin dog, he goes after the goblin instead."

    But if, for example, your bear "hates goblins" and the party encounters goblins in a non-combat situation, I see nothing wrong with expecting your bear to react. That's no different than expecting the ranger who "hates goblins" to react to them... and the reason I don't think we can completely separate "fluff time" from "crunch time" is that "fluff time" determines when, where, why, and how you enter "crunch time."

    I should also note, as has been pointed out before, that when we're talking about your animal companion horse, we have a particular mechanic for how it behaves in combat, and it's not "do what the player wants it to do."


    Yet we have a lot of posts earlier suggesting that the Bear is in the control of the GM or the GM has the right to impose his worldview at any time to dictate the bears actions.

    It is this hardline stuff I disagree with.

    Now as a player, I *DO* consider the nature of the pet and what its attitudes might or might be, and as a consequence I might impose what could be seen as disadvantages to myself (in that sometimes the animal might act in a way less preferential to me, or my ranger wouldn't risk his beloved companion getting killed) - but those decisions should rest with me the player, not the GM and his Fiat.


    I really suspect, despite all the hard line rhetoric here, about 99% of the time you couldn't actually tell the difference between the two groups in play.

    Although as GM I would want to reserve the right to control the pet, I find it hard to come up with a situation where I'd actually use that in combat, short of actual abuse by the player: ignoring the Handle Animal rules, for example. Possibly if the pet is acting on information you don't have, something he's scented possibly. And that would often be to your benefit.


    thejeff wrote:
    I really suspect, despite all the hard line rhetoric here, about 99% of the time you couldn't actually tell the difference between the two groups in play.

    Indeed.

    To go back to the goblin-hating animal companion bear, the player may decide the bear attacks the goblin dog. If you make the Handle Animal check, great: the bear attacks the goblin dog.

    If you don't make the Handle Animal check, what happens? Does the bear just sit around doing nothing for the round? Or does the DM get to decide that the bear does something else instead? Does the player?

    My take on it is that the DM decides what the bear does in this case. And that being the case, the DM ought to have the bear do... well, bear-ish things, whatever those are. Presumably they involve stealing picnic baskets.

    This, incidentally, is another example of what I mean when I suggest you can't fully separate fluff from "crunch time."


    Gluttony wrote:
    Selgard wrote:
    It is good to note though that for familiars anyway- assuming the master has a rank in any language skill (linguistics: draconic, for example) that the familiar automatically has it too.. and thus the master at least can talk to the critter even if it can't talk back yet.-S
    True, but I've only ever seen one player (other than me) take linguistics ranks. :P

    really? wow. I think half my current group speaks at least one other language. Between the lot of us I don't think there's a language we don't speak.

    Regardless though- any one taking a familiar should learn at least one language if for no other reason than to be able to chat with it prior to level 5.

    And the more the merrier. If you are the type to use a familiar as a scout- (I'm not) then the more languages you/it knows, the more effective it is.
    it being able to actually listen to the orc guards can be quite useful.

    -S


    Skerek wrote:
    Perhaps you don't understand the situation that is occurring, I'm not suggesting that the animal can never set up a flank, in the right situations it's fine. But if the AC doesn't understand that taking a 5ft step to the right would give it a +2 to attacks, then why would it 5ft to the right? If there was another foreseeable reason why the AC would do that, fine, it can take the 5ft step.

    What you fail to understand is the difference between game mechanics and the actual world that the game mechanics describe.

    You are right that the animal companion does not understand that taking a 5ft step to the right would give it a +2 to attacks, but neither does your PC. Flanking is a game mechanic and cannot be understood by anyone in the game world any more than levels, stats or hp can.

    I'm not going to address the rest of your post since it's essentially just whining.


    Selgard wrote:
    Gluttony wrote:
    Selgard wrote:
    It is good to note though that for familiars anyway- assuming the master has a rank in any language skill (linguistics: draconic, for example) that the familiar automatically has it too.. and thus the master at least can talk to the critter even if it can't talk back yet.-S
    True, but I've only ever seen one player (other than me) take linguistics ranks. :P

    really? wow. I think half my current group speaks at least one other language. Between the lot of us I don't think there's a language we don't speak.

    Regardless though- any one taking a familiar should learn at least one language if for no other reason than to be able to chat with it prior to level 5.

    And the more the merrier. If you are the type to use a familiar as a scout- (I'm not) then the more languages you/it knows, the more effective it is.
    it being able to actually listen to the orc guards can be quite useful.

    -S

    Lots of people know more languages through higher int. Taking linguistics is rarer.

    I doubt that the familiar speaking a language you learn through linguistics is RAI, though it may well be RAW. Not sure what I'd do with it.


    Trikk wrote:
    You are right that the animal companion does not understand that taking a 5ft step to the right would give it a +2 to attacks, but neither does your PC. Flanking is a game mechanic and cannot be understood by anyone in the game world any more than levels, stats or hp can.

    Devil's advocate: your PC doesn't know he gets a +2 to hit, but he does know that the opponent is easier to fight when flanked.

    Question, and what I think Skerek was getting at: if you are an animal and a given tactic is neither instinctual nor something you have been trained to do, do you have the intelligence to do it anyway? Does an animal companion "learn" things it has not been taught (as represented by knowing tricks)? If a flock of sheep is being attacked by a wolf, do they instinctively go to surround it, or do they instinctively huddle together?

    I don't have a horse in this particular race, as it were, but gratuitous dismissal of the point as "whining" seems unhelpful.


    Yet wolves in the wild flank (by game definition), as do hyenas, as do a lot of 'pack' hunters.

    It was interesting when we had this all come into play at our table - the opinions varied widely on what an animal would or wouldn't do, right down to whether the animals would fight or flee - or whether animals use 'held actions' (which they do, saw an awesome stand off between a cougar and a bear on youtube), however who has the 'right answer'?

    At that point we decided to defer to the Vet, his answers were more knowledgeable than ours.


    Mighty Squash wrote:
    Gluttony wrote:
    True, but I've only ever seen one player (other than me) take linguistics ranks. :P
    Wow. Games that I've been in seem to turn in to contests of who can have the most languages not spoken by others in the group. Different tables, different styles - I guess.

    That's what happened the one time I saw someone else taking Linguistics. I was a player in that game, and it ended up being a contest between his wizard and my fighter to see who could know the most languages. He won, though he was a playing a tengu, who are suited to being linguists.

    We ended up knowing 20-something languages by 4th level. Rarely needed to use comprehend languages or tongues in that campaign.

    But a lot of the players I know will assume that any NPC worth talking to will speak common, and anything "not smart enough" to speak common is clearly a monster to be killed.

    ...I've got to turn that against them one of these campaigns...

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