Animal Companion beats PC in Initiative....now what?


Rules Questions

201 to 250 of 296 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber
james maissen wrote:

Okay, let us start with something as fundamental as what a player gets to do and what their player character is.

Now I apologize that this will have quotes from the rulebook that are very basic, but that is the nature of your question here. After all, what you are saying is that you believe it is unclear what is meant by Player Character.

Spare me your snark - I don't believe that it is unclear, it flat out is. You made one assumption when you first read the rules, I made another, and that itself is proof that there is a lack of clarity. My point has always been that the RAW don't clearly give GMs the right/obligation to take control of player companions. That remains true, even if all your quotes are taken at face value (and again, I dispute the classification of many of your quotes as "rules" or "definitions"), because they aren't necessary requirements to be a PC - none of them say "All PC's must be this thing", at best they say "If you do this thing, you can be considered a PC".

Hell, the fact that you had to cobble together your interpretation from 9 different (and frequently non-technical) quotes is a pretty good example of how unclear the rules are. Let's say you are right, 100% (don't get excited, this is purely a hypothetical). Can you honestly say that it is likely that a new player would parse through the text to that level before deciding who got to control the companion?

Given the fact that I, as a player, determine EVERYTHING relevant about my animal companion, familiar, eidolon, whatever, I argue that it is not unreasonable or against RAW to say that I 'portray' that character, and thus the character is one of my Player Characters.

And, as has already been pointed out, in the event that we all agree with you that companions aren't Player Characters in the "term of art" definition, that is a long way away from making them GM NPCs, which again, means the rules are unclear. There is not meaningful RAW on the subject, and all that is left is opinion.

Frankly, this discussion has become beyond exhausting. I think GMs who believe they have a right to play a character that I created and brought to the table are overreaching, and if they make that a table rule (as is their right - it's not even a rules change, since the rules don't say one way or the other), then I would prefer not to play at that table, since it would bother me. That's my stance, and all I need to support it rules wise is to demonstrate that the rules don't clearly give GMs that right. I believe by any objective measure I have done that, and so the rest is us trying to change each other's opinion, which is clearly silly.

Thank you for taking the time to respond thoughtfully and carefully, but I still don't see the clear RAW you would need to prove your point. Unless there is a line in there that spells it out in black and white, I think you will be unable to build the kind of airtight case you would need to convince me that I am "wrong" by the rules to insist on playing a character I perceive to be mine. Hence, impasse.

Silver Crusade

JohnF wrote:
David Bowles wrote:
The veto thing is fine until the AC is out of line of sight of the main PC. So if you send the bird or whatever to scout ahead, how is that handled?

The same way the GM handles it whenever the party splits up into two or more separate groups. You don't suddenly get the GM taking over half (or all) the PCs because there's a risk that the players might get to know something that their characters don't.

As has been pointed out many times in this thread - if you can't trust your players not to metagame, then you've got a far bigger problem than who is calling the shots for an animal companion.

At our FLGS, where the time constraints are less tight, I might choose to take one or two players aside just to heighten the suspense. At a con with only a four hour slot (especially if I'm running a bit long, which is usually the case) I'll forgo that. If any player (not just the one whose character has the animal companion) tries to use non-player information I'm quite capable of asking "How do you know to do that?", and making them do something else. But I've never had to do that yet.

Except I still don't think that info should be fed directly to the controller of the AC. Their character does not know this information first hand. They should have to use abilities to get the info out of the AC.


David Bowles wrote:
So if you send the bird or whatever to scout ahead, how is that handled? Because there is a psychic link spell for ACs, and it is not available at lower levels.

That one's easy. If it's a bird it flies out and then flies back. The player asks, "What did he see?" I then say, "Your falcon looks at you and blinks."

Because birds don't talk and make lousy scouts.

Wolf or cat animal companion, if the druid player maintains line of sight, I'll say something like, "Your companion takes an aggressive posture and starts growling." Whatever makes sense based on the animal type. I watched a lot of nature shows on PBS as a kid so I let my imagination go wild.

It's up to the player to make of that what he or she will. Is it an ogre around the corner or just a rodent that looks like dinner? The companion can't say... 'Cause dogs and cats can't talk. That's why you send the rogue up ahead after casting message.

But no, there's no telepathic or psychic link to the animal. I don't think anyone in this thread is making the claim that druids somehow have some extra power other than what's stated in the core rule book.

Silver Crusade

People in this thread aren't, but I see it played that way all the time.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
David Bowles wrote:
Except I still don't think that info should be fed directly to the controller of the AC. Their character does not know this information first hand. They should have to use abilities to get the info out of the AC.

I've already mentioned the example in the Game Mastery Guide (p 27). The GM there tells the player how the animal companion reacts, not what it is reacting to. I'm not going to tell the player what the companion saw (or smelled), even when it returns to the party. But, similarly, I'm not going to tell a player that his PC has seen a troll; just that a giant long-armed creature with enormous tusks is confronting him (showing him a picture if I have one available). The player may very well know that this is a troll, but without a Knowledge skill check the character doesn't (unless the player can convince me that the character has a really good reason to know something about trolls; even then, though, I'm more likely to use that fact for a circumstance bonus on the check).

Liberty's Edge

David Bowles wrote:
Additionally, from a balance perspective, I don't think it's fair at all for some PC classes to get to run multiple PCs, particularly in time-limited PFS scenario blocks.

I would imagine asking the GM to run an animal companion in addition to all the NPCs and monsters, especially an animal companion he is not familiar with, would actually take longer than the player doing it. So in time limited circumstances I think it would be better for the player to run it.

David Bowles wrote:
For it to even be remotely fair, each PC in question would have to be one-half a PC in terms of capability, but this is demonstrably untrue for druids in particular. Druid + pet >>>>> fighter PC of equal player skill and build quality.

That issue would be the same regardless of who runs the animal companion though.

David Bowles wrote:
I don't think giving up some control is too much to ask for that level of power.

Giving up control will likely lessen the fun of the player so basically it seems a bit mean-spirited "Oh you have a really powerful character, well I will continue to allow you to play that powerful character but make it less fun for you".

I have said it before, but if your issue is with the power level of Druids and Animal Companions, having GMs run those ACs is not the solution - instead petition your GM, or Mike Brock re PFS, to nerf the druids or not allow animal companions.

Liberty's Edge

David Bowles wrote:
The veto thing is fine until the AC is out of line of sight of the main PC. So if you send the bird or whatever to scout ahead, how is that handled? Because there is a psychic link spell for ACs, and it is not available at lower levels.

The player doesn't need a psychic link to a fictional animal companion! You again seem to be confusing the player with their character!

If the animal companion goes off to scout ahead the GM relates to the player what the animal companion sees and the player then decides what the animal will do. Its that simple.

The when the animal returns the player may roleplay out how he learns anything of what the animal companion found out (maybe a Speak with Animals spell, maybe simply noting the animal companion does look frightened or having been attacked etc)

Liberty's Edge

james maissen wrote:
But I am happy that it seems that at the very least people are understanding that the animal companion is not a PC. Let us make sure that is unanimous, and then we'll move on to it having it's own initiative, and see if we can agree upon that.

Yep, I agreed previously that I don't view animal companions as PCs, though I do believe they are characters in the story that can be played by players.

However if you take your quote of page 12 "Player Character (Character, PC): These are the characters portrayed by the players" as the very definition of a PC, then yeah an AC could be considered a PC.

But then again, you yourself don't seem to feel that is enough of a definition (and I would agree) as you go on to talk about earning experience having class levels etc.

So really the core rulebook is contradictory on its definitions it would seem.

But anyway, lets assume ACs are not PCs, please continue with explaining how that means GMs control ACs.


well it looks like we have gone over 200 posts :p But back to this, I have been rereading the rule books, from front to back and I think this is the problem is that paizo did not explane it out, so we are going to fight over it until the cows come home. This is like all the paly messages, it is too much on the GMs and players desions, we are going to have people like james that say AC always gets controled by the GM and we are going to have people (sorry I do not rember any names off the top of my head, james is just a name I can rember) that say that the GM has no control on the AC. Until paizo comes out with rules or makes a post telling us something we are going to just fight this one out.

Grand Lodge

Purposely Vague.

Now, it seems that there will be more insight, as there is some people who can't make decisions, unless it is written in a rulebook.

I doubt anyone who is not satisfied with the way it is, will be all that satisfied later.


We can hope :p or when they comeout with new rules we will fight over them :p I keep telling my self to walk away form this but like a bad habit I can stay away :p


DigitalMage wrote:
I would imagine asking the GM to run an animal companion in addition to all the NPCs and monsters, especially an animal companion he is not familiar with, would actually take longer than the player doing it. So in time limited circumstances I think it would be better for the player to run it.

This isn't the PFS forum, and organized play might have special rules for this (as they do for others) as I've said. Organized play is supposed to make rules based on the nature of the way it is run. The game normally assumes a single GM in a home campaign and not a four hour window speed dating session with a GM and strangers. The home campaign GM would be as familiar and competent with the animal companion as with every other creature that they are running.

That aside, it's not your call who runs it but rather that of the GM. He/she might have a player running the BBEG even! I know that in one case in organized play I did this when the GM asked.. it was weird to almost kill your own character with valid tactics that you knew the GM wouldn't have considered doing.

However that is a far cry from demanding that I run the BBEG instead of the GM! Competency of the GM in his/her playing is as tangential as the power level of the druid class below.

DigitalMage wrote:
That issue would be the same regardless of who runs the animal companion though.

Yes, again power is not the concern here. However, properly valuing improving communication with your animal companion does get sidelined here for some reason. Much like that immensely powerful spell (Rary's) telepathic bond can be devalued in some parties. That is not to say it it happens everywhere, but it does happen.

But as I've said metagaming, power, GM ability, and the like are not the issue.. the issue is fundamental.

Consider here how many people have trouble understanding what a Player Character is!!!!

That is the most disturbing part of this thread. Things that are thought to be understood by one and all, normally relegated to those initial pages in the beginning of the book that no one reads that tells you about the polyhedron dice used in the game..

It's frightening.

-James


DigitalMage wrote:

Yep, I agreed previously that I don't view animal companions as PCs, though I do believe they are characters in the story that can be played by players.

But then again, you yourself don't seem to feel that is enough of a definition (and I would agree) as you go on to talk about earning experience having class levels etc.

I know that you can see the difference, but other people still do not.

It is not that I needed all of the quotes I supplied, but rather I felt I would address the claims of lack of proof in the core rules by quoting many, many places where this claim that the AC is a PC falls flat on its face.

Yet even this is still not enough for some, and they offer no rule quotes to counter it. Perhaps it is simply that they worry where this is heading and dislike the possible conclusion. I don't know.

DigitalMage wrote:
So really the core rulebook is contradictory on its definitions it would seem.

I don't see the contradiction. Could you supply a quote or two that you feel contradicts this? What do you have in support of the animal companion being a PC? Where is this support contradicting the rules that invalidate them from this?

DigitalMage wrote:
But anyway, lets assume ACs are not PCs, please continue with explaining how that means GMs control ACs.

I'm in this thread as I like people to know the rules of the game. When each table you go to (in say an organize play setting) actually is fluent with the rules of the game, things are so much smoother and the mechanics go to a higher level. On the other hand, when things that are wrong become entrenched the game suffers for it, at least in my experience. There are wonderful depths to this game of ours, and they can get lost in this shuffle.

Again what I said in my previous post.. that some people do not know what a Player Character is, are not new to the game, and are serious about it, is a frightening concept for me.

Rather than have to assume '1+1=2' I want everyone to actually know it, and not move on to other things before that occurs.

Besides my next step is showing that the animal companion is a creature, and as such is required to roll its initiative when combat begins (a change from 3.5 which would not have surprised creatures roll initiative until the first non-surprise round). Again something completely fundamental to the basics of the game, yet the basis for this thread.

These mistakes and misunderstandings evidence the real manner in which we learn this game. We learn it at the table. When mistakes at the table occur, people 'learn' these mistakes as the real rules. When the way some things are done lead to misunderstandings, these things spread like a disease.

James


james maissen wrote:


I'm in this thread as I like people to know the rules of the game. When each table you go to (in say an organize play setting) actually is fluent with the rules of the game, things are so much smoother and the mechanics go to a higher level. On the other hand, when things that are wrong become entrenched the game suffers for it, at least in my experience. There are wonderful depths to this game of ours, and they can get lost in this shuffle.

Again what I said in my previous post.. that some people do not know what a Player Character is, are not new to the game, and are serious...

James I have to agree with you, and like you said some of us sometimes rember rules form older systems and other games. I realy like how paizo has these fourms so us players and GMs form around the world can talk and debate things. Even though i have played D&D form 2ed to 4th and now pathfinder I have confused some rules on things I have been doing and I found out here. I do want to say james thanks for your input in this it has made me think alot of ACs and such and how I ran them and how I would like to change how I ran them so thanks for making me think.

Silver Crusade

DigitalMage wrote:
David Bowles wrote:
Additionally, from a balance perspective, I don't think it's fair at all for some PC classes to get to run multiple PCs, particularly in time-limited PFS scenario blocks.

I would imagine asking the GM to run an animal companion in addition to all the NPCs and monsters, especially an animal companion he is not familiar with, would actually take longer than the player doing it. So in time limited circumstances I think it would be better for the player to run it.

David Bowles wrote:
For it to even be remotely fair, each PC in question would have to be one-half a PC in terms of capability, but this is demonstrably untrue for druids in particular. Druid + pet >>>>> fighter PC of equal player skill and build quality.

That issue would be the same regardless of who runs the animal companion though.

David Bowles wrote:
I don't think giving up some control is too much to ask for that level of power.

Giving up control will likely lessen the fun of the player so basically it seems a bit mean-spirited "Oh you have a really powerful character, well I will continue to allow you to play that powerful character but make it less fun for you".

I have said it before, but if your issue is with the power level of Druids and Animal Companions, having GMs run those ACs is not the solution - instead petition your GM, or Mike Brock re PFS, to nerf the druids or not allow animal companions.

I know, I know. I probably shouldn't have posted that bit. There's no point really until Ultimate Campaign. Assuming it applies to PFS. I think there's zero chance that anything mathematical happens to the druid, so I see that as a futile exercise. Most people don't seem to any problems at all with that situation. It's just kind of a pet peeve.


David Bowles wrote:
I know, I know. I probably shouldn't have posted that bit. There's no point really until Ultimate Campaign. Assuming it applies to PFS. I think there's zero chance that anything mathematical happens to the druid, so I see that as a futile exercise. Most people don't seem to any problems at all with that situation. It's just kind of a pet peeve.

David, to continue your tangent. I firmly believe from what you've said that your real problem isn't with animal companions or druids, but rather the lack of ability to find the right level of challenge.

Organized campaigns have had this problem from the outset. The sum of the levels of the PCs is not the end all be all to judging what challenges the table will find too tough or too easy. They tend to react by pushing the players into one mold or another, invariably alienating any that didn't already fit into it from the start.

But the issue isn't with druids and animal companions, or people not purposefully gimping their PCs, but with the choices that are taken from the table.

Like I said though, this is a tangent.. and really nothing to do with animal companions and the like.

-James


(just watches james maissen go on with the mansplanation)

Dude, we can read the rule book just fine. Spare us.


Ansel Krulwich wrote:
Dude, we can read the rule book just fine. Spare us.

'Dude' re-read the thread.

1. I was [i[asked[/i] for rules quotes.

2. When I gave a quote, I was asked for page numbers as somehow they couldn't find the quotes without them.

So, please have some courtesy for those that are having trouble with this. A few people here have confused what a Player Character is, and that is going to involve some basic quotes from the rules.

Mind you the other side that has some people with these issues seems unable to find quotes supporting their side. They tend to discount mine, but never seem to supply their own. Perhaps you can help them?

-James


james maissen wrote:
A few people here have confused what a Player Character is

Really? Who?

Quote:
Perhaps you can help them?

If they wanted my help, they'd ask for it.

Silver Crusade

james maissen wrote:
David Bowles wrote:
I know, I know. I probably shouldn't have posted that bit. There's no point really until Ultimate Campaign. Assuming it applies to PFS. I think there's zero chance that anything mathematical happens to the druid, so I see that as a futile exercise. Most people don't seem to any problems at all with that situation. It's just kind of a pet peeve.

David, to continue your tangent. I firmly believe from what you've said that your real problem isn't with animal companions or druids, but rather the lack of ability to find the right level of challenge.

Organized campaigns have had this problem from the outset. The sum of the levels of the PCs is not the end all be all to judging what challenges the table will find too tough or too easy. They tend to react by pushing the players into one mold or another, invariably alienating any that didn't already fit into it from the start.

But the issue isn't with druids and animal companions, or people not purposefully gimping their PCs, but with the choices that are taken from the table.

Like I said though, this is a tangent.. and really nothing to do with animal companions and the like.

-James

Not quite. There is still the problem of druid + pet >>>>>> fighter. This is not just a PFS problem. The sum of druid class features, and any class with an animal companion in general is too great I think. ACs either shouldn't get feats or have their hps calculated as a fraction of the PCs or *something*. They are too PC-like, and the classes that get them don't give up enough abilities for the privilege.


David Bowles wrote:
Not quite. There is still the problem of druid + pet >>>>>> fighter. This is not just a PFS problem. The sum of druid class features, and any class with an animal companion in general is too great I think. ACs either shouldn't get feats or have their hps calculated as a fraction of the PCs or *something*. They are too PC-like, and the classes that get them don't give up enough abilities for the privilege.

"I want to nerf a class" is hardly a position to use for adjudicating the rules.

"i will annoy the player!" to nerf the class isn't a way to play anything.

you're going to need to wait for pathfinder 2.0 for those kinds of radical changes.

Liberty's Edge

james maissen wrote:
The home campaign GM would be as familiar and competent with the animal companion as with every other creature that they are running.

Possibly, but possibly not. Is every GM going to be as familiar with all their player's characters as those players are (who get to choose the build and only have the one character build to worry about)?

james maissen wrote:
That aside, it's not your call who runs it but rather that of the GM.

Actually, because it is not explicit in the rules either way, it should be a discussion between player and GM, and it should be a discussion had at character creation.

I suspect that the expectation most players would have is that they would get to control the animal companion (as it is after all part of their character build) and so if a GM intends to run them himself he should make that intention clear from the outset, and if a player disagrees the discussion can take place.

james maissen wrote:
However that is a far cry from demanding that I run the BBEG instead of the GM! Competency of the GM in his/her playing is as tangential as the power level of the druid class below

Equally, if I have to leave a game early I may allow the GM to run my character for me, but that too is a far cry from the GM demanding he always plays my PC.

DigitalMage wrote:
That issue would be the same regardless of who runs the animal companion though.
james maissen wrote:

Consider here how many people have trouble understanding what a Player Character is!!!!

That is the most disturbing part of this thread. Things that are thought to be...

To be honest, I don't think most people have trouble understanding what in general a PC is - its only because we have got down to semantic word games in order to try to prove a point that things get tricky and people don't share the same exact and specific definition.

james maissen wrote:
It is not that I needed all of the quotes I supplied, but rather I felt I would address the claims of lack of proof in the core rules by quoting many, many places where this claim that the AC is a PC falls flat on its face.

I don't necessarily think its that people feel animal companions are PCs just that they feel they can be characters that can be played by players. And so when someone tries to take the debate into the realms of strict definitions of PC and NPC, then yeah if pushed to classify animal companions in one of those two categories they (and I) could put them in the PC category.

The point is, there is no clear category for "characters controlled and portrayed by a player but not that player's Player Character" unlike in games such as FATE where you have Companions and Minions.

The only category animal companions seem to clearly fit into is Monsters, which are defined neither as PC or NPC, but rather capable of being either or neither. I.e. ambiguous!

james maissen wrote:
Yet even this is still not enough for some, and they offer no rule quotes to counter it.

I am not actually sure anyone is trying to definitively prove that animal companions by RAW should be played by players, rather they are contesting that the RAW is silent on the issue - therefore they do not need to provide any rule quotes, the burden of proof is on those who contend the RAW states GM control.

james maissen wrote:
I don't see the contradiction. Could you supply a quote or two that you feel contradicts this?

Here are a couple of quotes you used:

core rule book page 12 wrote:
Player Character (Character, PC): These are the characters portrayed by the players.

So if the definition of a PC was this simple then any character they portray is a PC. So if a player was to portray his animal companion it would simply by this definition be a PC.

core rule book page 30 wrote:
As player characters overcome challenges, they gain experience points.

This was a quote you used to try to indicate that animal companions are not player characters, because if they were they would earn XP, but they don't.

So by the first quote, an animal companion portrayed by a player would be a PC, but by the second quote they would not be.

james maissen wrote:
What do you have in support of the animal companion being a PC?

I am not trying to contend that animal companions are PC, rather that they are characters that can be played by players (or they could be run by GMs), but that likely most players' expectations would be that they would get to play them.

james maissen wrote:
Besides my next step is showing that the animal companion is a creature, and as such is required to roll its initiative when combat begins

While more pertinent to this thread than the discussion of who controls an animal companion, I thought you were going to provide evidence that, by RAW, animal companions are run by GMs. Are you no longer going to do that?

james maissen wrote:
a change from 3.5 which would not have surprised creatures roll initiative until the first non-surprise round

As I still run 3.5 I am curious what you mean by this as I didn't quite understand.

Silver Crusade

BigNorseWolf wrote:
David Bowles wrote:
Not quite. There is still the problem of druid + pet >>>>>> fighter. This is not just a PFS problem. The sum of druid class features, and any class with an animal companion in general is too great I think. ACs either shouldn't get feats or have their hps calculated as a fraction of the PCs or *something*. They are too PC-like, and the classes that get them don't give up enough abilities for the privilege.

"I want to nerf a class" is hardly a position to use for adjudicating the rules.

"i will annoy the player!" to nerf the class isn't a way to play anything.

you're going to need to wait for pathfinder 2.0 for those kinds of radical changes.

I agree, but I also agree with James's logic on the situation. I think ACs are indeed NPCs, but we'll know what the actual mechanism is soon enough.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber

James, it's not that I don't see the difference between the Druid and his companion, it's that I don't agree with you that the difference is significant in the way that you think it is. I can even agree with you that as a term of art, Player Character can be assumed to mean "A humanoid character with class levels developed by a player", but that assumption still doesn't mean that all companion characters are automatically GM property, or that they are excluded from the general meaning of "a character the player portrays". It also doesn't mean that players only get one character, it doesn't mean that I am wrong to consider the companion to be part of my character (or part of my character concept), and it doesn't mean that people who approach the game differently than you did are wrong.

I'm sorry that you are "frightened" by the realization that language is not always precise and that the assumptions you made when you learned at your table are just as baseless as the assumptions you feel are "wrong" and "a disease", but thems the break. You aren't playing "right" anymore than anyone else is playing "wrong".

I do totally agree with you that this debate about who controls what shows how the early table conventions that people learn easily become entrenched as rules, I just am able to recognize that BOTH sides of this debate are based on assumptions not present in the rules. Despite the fact that it seems like a fundamental concept to the game, terms like PC are never clearly defined, and who specifically controls what isn't spelled out anywhere. I suspect this is so different groups can do what works best for them, but whatever the intention, the rules are not clear. Thus, you cannot be right and I cannot be wrong (and vice versa). I'm not saying you're wrong to play it that way, I'm saying I don't like that version, don't enjoy playing it that way, and you don't have a lock on the "true" rules, because there aren't any.

(PS as a sign of how ridiculous this side track is, btw, I do agree that RAW companions should roll their own initiative [as should any individual creature], but generally don't play it that way because I find it slows down play. That, however, IS a house rule, and I can recognize that.)

(PPS you are misunderstanding the role of quotes in my argument, too - I don't need a quote to argue that the ones you have provided do not actually add up to the airtight case that you want. My argument is not that the rules specifically allow players to control their companions, it is that the rules don't disallow either option. Since you are the one attempting to prove a specific scenario is correct according to the letter of the rules, the burden rests entirely on you to establish an airtight RAW case.)

Silver Crusade

The bottom line is that this is too difficult to elucidate from the current rules available. Which is why they are dedicating 8 pages to this topic in Ultimate Campaign.

Liberty's Edge

David Bowles wrote:
The bottom line is that this is too difficult to elucidate from the current rules available. Which is why they are dedicating 8 pages to this topic in Ultimate Campaign.

Well, they are dedicating 8 pages to discussion of animal companions, familiar etc in Ultimate Campaign - I imagine only a paragraph of that will be specifically about who controls them. At least I hope its not 8 pages of rules to determine who controls them!!!! :)


How did this thread escalate into "The GM now controls your animal companion"?

Silver Crusade

Claxon wrote:
How did this thread escalate into "The GM now controls your animal companion"?

In a way, it's a huge semantics issue.

Fundamentally, I see the issue as this. If an AC owner is using the trick system to control the pet, which I think most people agree should be the case, who is the final arbiter of what the pet actually does in the game? Ie, is the trick system an interface for the PC to issue commands to a pet that is ultimately under GM control, or does the player of the PC get to interpret the results of the trick roll?

Note that in many, many cases, these two situations are completely identical. But there are some cases where they are not the same at all.


David Bowles wrote:
Claxon wrote:
How did this thread escalate into "The GM now controls your animal companion"?

In a way, it's a huge semantics issue.

Fundamentally, I see the issue as this. If an AC owner is using the trick system to control the pet, which I think most people agree should be the case, who is the final arbiter of what the pet actually does in the game?

*raises hand* Oooh, I know! The dice!

David Bowles wrote:
Ie, is the trick system an interface for the PC to issue commands to a pet that is ultimately under GM control, or does the player of the PC get to interpret the results of the trick roll?

If both the PC and the GM are playing by the same set of rules, then it is irrelevant. They'll interpret it the same way. If there is a disagreement, the PC and the GM will discuss the matter, the GM will make a ruling, and the PC shall abide by it. Just like everything else in the game.

In the case of a PC that has difficulty with the rules, perhaps they have difficulty with system mastery, what I have done with my players is I reverse things around. I ask him or her, "What is it that you are actually trying to do? What effect do you wish to occur?" He or she will explain what it is they want to do and then I give them one or more rules they may follow that get as close as possible to their intention. This is a situation that comes up, not just with animal companions, but with all sorts of things in combat from trying to achieve positioning for sneak attack or attempting to withdraw from combat while avoiding as many AoOs as possible.

Arguing about who rolls what Handle Animal check or details like that is irrelevant because the outcome should be the same. The player and the GM both arrive at a solution that falls within the boundaries of the rules established for the game.

Player: I want Fluffy to attack.
GM: Roll a Handle Animal check.
Player: I get a 14.
GM: Fluffy moves into position and attacks. Roll to hit.
Player: I wanted Fluffy to attack from the other side.
GM: On your next turn you can issue the command to flank.

Alternatively, the GM could allow the player to take back that move and issue the flank command now. The GM can make that decision based on the player's history and level of system experience. It's a game, not a tournament so the rules allow such flexibility.

Silver Crusade

"If both the PC and the GM are playing by the same set of rules, then it is irrelevant. They'll interpret it the same way. If there is a disagreement, the PC and the GM will discuss the matter, the GM will make a ruling, and the PC shall abide by it. Just like everything else in the game."

That is my interpretation as well. But, to me, this implies that the GM gets to decide what the AC actually does because of the universal veto power. The GM has no such veto power of the actions of PCs to my knowledge. I guess control here is negative control, not positive control, like so many are opposed to.

"This is a situation that comes up, not just with animal companions, but with all sorts of things in combat from trying to achieve positioning for sneak attack or attempting to withdraw from combat while avoiding as many AoOs as possible."

That's true as well, but the AC rules have been mostly hand-waved at PFS tables I have been at and these other topics have not been.


David Bowles wrote:
That is my interpretation as well. But, to me, this implies that the GM gets to decide what the AC actually does because of the universal veto power. The GM has no such veto power of the actions of PCs to my knowledge.

The heck I don't!

GM: "Nice tactical plan, you seem to have covered all contingencies. Only problem, Bob, is when your barbarian with Int 7 tries to communicate this to your fellow companions, it ends up coming out as, 'Uh... I think I should just hit that guy like how I always do. That seems to work.'"
Bob: "How about, 'This plannin' crap's boring me!' And then I kick open the door."
GM: "Awesome."
Party: "WAIT! NO!"

edit: additional example

Bruce: "We should go left at this intersection. Clearly the hidden statue is down here around the corner."
GM: "Make a Knowledge (dungeoneering) check."
Bruce: "Huh? *rolls* Uh... 13?"
GM: "You are unable to ascertain the likely direction that leads to the chamber described to you earlier. That place you just pointed to is around two blind corners and completely obscured by darkness. While I have drawn the entire map out for convenience sake, please do not use metagame knowledge to shortcut the adventure again."
Bruce: "Right, sorry. How about 1-3 on a d6 for left and 4-6 for right?"
GM: "That sounds fine."

The GM gets to adjudicate the rules of the game.

PC: "I command Fluffy to attack the gray ooze on the right."
GM: "Fluffy's been hurt and *glances over at player's sheet; sees Attack Any Target isn't a learned trick* that ooze doesn't look tasty. Can you make the DC 27 to push?"
PC: "I dunno. *rolls* I get an 18. I guess Fluffy stays right here."
GM: "Yep, he makes a nervous growl while gingerly licking the wound on his left paw. Bob, you're next..."

Not...

GM: "Fluffy runs from the room, yowling."
PC: "Wait, what? Did he fail a Will save or something? When did he get panicked?"

Or...

GM: "Fluffy sees you're the true threat, always ordering him into dangerous situations and takes matters into his own... paws. Does a *rolls* 22 hit?"

David Bowles wrote:
That's true as well, but the AC rules have been mostly hand-waved at PFS tables I have been at and these other topics have not been.

The failure of other tables you've been at in the past not following the rules of the game has no bearing on this rules discussion. The solution to their failures isn't the addition of more rules or the wholesale nerfing of an entire class or class feature. Those tables and those GMs have that problem. We don't have that problem here. Here. This thread.

Silver Crusade

Fair enough.


MrTsFloatinghead wrote:
(PS as a sign of how ridiculous this side track is, btw, I do agree that RAW companions should roll their own initiative [as should any individual creature], but generally don't play it that way because I find it slows down play. That, however, IS a house rule, and I can recognize that.)

And many elect to have this house rule, enough that many others do not recognize that is a house rule and think it is the RAW rule. This is the point of the forum to dispel those misconceptions.

MrTsFloatinghead wrote:

(PPS you are misunderstanding the role of quotes in my argument, too - I don't need a quote to argue that the ones you have provided do not actually add up to the airtight case that you want. My argument is not that the rules specifically allow players to control their companions, it is that the rules don't disallow either option. Since you are the one attempting to prove a specific scenario is correct according to the letter of the rules, the burden rests entirely on you to establish an airtight RAW case.)

You're claiming an ambiguity, but I don't really see it as anything more than stemming from what people have learned at the table and confusing that for the RAW.

There is a distinction between a Player Character and an animal companion. The two are not the same.

Likewise the animal companion is a creature, and as a creature it gets an initiative score. It cannot share its turn with another, but rather either goes before or after them. The creature is also specifically listed as being able to take improved initiative.

I know we agree that the animal companion should act (by RAW), like any other creature, on an initiative of its own. I just want to make sure that everyone is on board up to here.

-James


1 person marked this as a favorite.
David Bowles wrote:
Claxon wrote:
How did this thread escalate into "The GM now controls your animal companion"?

In a way, it's a huge semantics issue.

Fundamentally, I see the issue as this. If an AC owner is using the trick system to control the pet, which I think most people agree should be the case, who is the final arbiter of what the pet actually does in the game?

The "Animal Archive" seems to have been the catalyst for a lot of the recent interest in animal companions, tricks, etc. It actually says something about this issue:

Animal Archive wrote:

Questions To Ask Your GM

3) Do I control my animal directly in combat the same way I control my PC, or is it treated as an NPC under the GM's control?

I assume that the authors, editors and developers of this Pathfinder Player Companion are not suggesting that you play "stump the GM" or start a debate at the table by posing a rhetorical question, but that there are different, legitimate play styles not covered by the rules.


Ansel Krulwich wrote:

Player: I want Fluffy to attack.

GM: Roll a Handle Animal check.
Player: I get a 14.
GM: Fluffy moves into position and attacks. Roll to hit.
Player: I wanted Fluffy to attack from the other side.
GM: On your next turn you can issue the command to flank.

Now that's great if the GM is moving Fluffy.. but if the Player is does the GM have to say 'no Fluffy moves like this instead' each time the Player moves them differently than they believe Fluffy should have moved?

Many people here argue that the Player decides that Fluffy, himself *happens* to want to attack from the other side all on his own. After all he has to attack from some direction, why not the one that makes the best sense for Fluffy?

Herein lies the problem when we confuse who should be moving Fluffy with who should be having their character order Fluffy to move.

-James


DigitalMage wrote:
james maissen wrote:
The home campaign GM would be as familiar and competent with the animal companion as with every other creature that they are running.

Possibly, but possibly not. Is every GM going to be as familiar with all their player's characters as those players are (who get to choose the build and only have the one character build to worry about)?

You could also ask, is every player? Of course not. But the one running them should be. In my mind that is the DM, so he should be. Now if he consistently delegates the druid's animal companion to the wizard's player then likely the wizard's player would know the animal companion's capabilities the best (possibly even suggesting where the next feat might go).

DigitalMage wrote:

I don't necessarily think its that people feel animal companions are PCs just that they feel they can be characters that can be played by players. And so when someone tries to take the debate into the realms of strict definitions of PC and NPC, then yeah if pushed to classify animal companions in one of those two categories they (and I) could put them in the PC category.

The point is, there is no clear category for "characters controlled and portrayed by a player but not that player's Player Character" unlike in games such as FATE where you have Companions and Minions..

And here's my question to you: who says that there is such a situation in this game?

You can have NPCs and the like that the DM lets a player run. Say when the player's PC is dead and they would otherwise have nothing to do. But that is different from feeling entitled to play this NPC or that, right?

Other games might routinely demand that a player play more than his/her PC, but D&D does not. The other games have such a category, but D&D does not.

Now I know that you are likely used to playing the animal companion as a second PC of yours. Possibly you are also used to having the animal companion's turn in initiative shared by your PC.

Can we agree that this handling of the initiative is not RAW? Rather it is a 'house rule' that many now do not understand is actually a house rule, but confuse for RAW.

I posit to you, that the same is true for your role playing your animal companion. It has been the house rule for so many, that this is confused with RAW.

There is no presupposition that the player is playing more than a single character. The text of the core rule book supports this. It also goes against the companion being considered a player character in their own right.

Now I'm not saying whether or not having the druid's player also run the animal companion would be a good house rule for any specific group (PFS, the 6 kids at the local gaming store, etc). But I am saying that this is a house rule. I can get into more of this once everyone is up to speed on the animal companion not being a Player Character (fairly basic as you admit) and that it is a creature with its own initiative score.

-James
PS: In 3.5 during a surprise round, only those that were not surprised would roll initiative in the surprise round. After the surprise round the rest of the combatants would roll for initiative. This can lead to fun situations where an unsurprised wizard casts cat's grace on a surprised PC to help their initiative in round 1. Pathfinder removed this and has everyone roll initiative at the same time.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber
Quaternion wrote:
David Bowles wrote:
Claxon wrote:
How did this thread escalate into "The GM now controls your animal companion"?

In a way, it's a huge semantics issue.

Fundamentally, I see the issue as this. If an AC owner is using the trick system to control the pet, which I think most people agree should be the case, who is the final arbiter of what the pet actually does in the game?

The "Animal Archive" seems to have been the catalyst for a lot of the recent interest in animal companions, tricks, etc. It actually says something about this issue:

Animal Archive wrote:

Questions To Ask Your GM

3) Do I control my animal directly in combat the same way I control my PC, or is it treated as an NPC under the GM's control?

I assume that the authors, editors and developers of this Pathfinder Player Companion are not suggesting that you play "stump the GM" or start a debate at the table by posing a rhetorical question, but that there are different, legitimate play styles not covered by the rules.

Wow, Quaternion wins the thread in one. Perfect - here we have the control issue explicitly called out as a question about which there are no default rules, so, yeah, it's a matter of taste.

/debate.


james maissen wrote:
Ansel Krulwich wrote:

Player: I want Fluffy to attack.

GM: Roll a Handle Animal check.
Player: I get a 14.
GM: Fluffy moves into position and attacks. Roll to hit.
Player: I wanted Fluffy to attack from the other side.
GM: On your next turn you can issue the command to flank.

Now that's great if the GM is moving Fluffy.. but if the Player is does the GM have to say 'no Fluffy moves like this instead' each time the Player moves them differently than they believe Fluffy should have moved?

I trust players to play their characters and their animal companions correctly and do not trouble myself with such matters unless they betray that trust. The player can have Fluffy spin pirouettes on the way to the monster and I don't care, as long as the end effect is the same.

But... Let's say for the sake of argument the player moves Fluffy opposite the rogue who is already in position instead of directly ahead.

GM: "Did you want Fluffy to flank instead of attack?"
PC: "Uh... Yeah."
GM: "*knows the AC has flank learned* I'll retcon the attack command into a flank command and accept the roll of 14. Please remember to state that ahead of time next time."
PC: "*smacks forehead* Right! Understood."

Buuut... Let's say the AC doesn't know the flank trick.

GM: "Fluff-kins don't know from flank and you declared the Handle Animal check as a free action. You're new and your druid's turn was last so if you want to take back your move action and make the check to push--"
PC: "No, I'm dead meat if I stayed where I was. Fluffy just stays next to me then."
GM: "*the heel trick will auto-succeed so there's no point in pressing the issue further* That's fine. Bob, smashy smashy time?"

BUUUUUT... Let's say the player has metagame knowledge of a trap in the middle of the floor and deftly moves Fluffy around it. GOOD NEWS! You get to treat it the same way as if Bob the PC Barbarian did the same thing because the scenario is no different.

GM: "Why did Fluffy suddenly jump five feet to the left and then suddenly back to the right? *in a Dalek voice* EXPLAAAAAAIN!
PC: "Uhhh..."
GM: "Have you played or read this scenario and not inform me?"
PC: "..."
GM: "..."
PC: "Fine."
GM: "Make a Reflex save for Fluffy and we'll have a talk after the game."

james maissen wrote:
Many people here argue that the Player decides that Fluffy, himself *happens* to want to attack from the other side all on his own. After all he has to attack from some direction, why not the one that makes the best sense for Fluffy?

And if the AC actually knows the flank trick and the druid PC can execute the Handle Animal check while "Taking 1" and can thus never fail, then who cares? The druid whistles, snaps his fingers, looks at Fluffy, points at Rachael the Rogue, yells, "Flank, good buddy!" and the animal takes up a flanking position because the rules say *waves arms in the air like a muppet* that's what the AC does. The GM is bound to the rules as much as the player and the AC are.

If, however, you're talking about those *points in the direction of... Oh let's say California* other tables and those GMs who fail to follow rules, well you can go argue against them when you see them. We are here in this thread and we're following rules here.


Ansel Krulwich wrote:

But... Let's say for the sake of argument the player moves Fluffy opposite the rogue who is already in position instead of directly ahead.

GM: "Did you want Fluffy to flank instead of attack?"
PC: "Uh... Yeah."

PC: "Both.. it only makes sense for Fluffy to attack from there"

Now that might be the case, or perhaps it makes more sense from the animal's perspective not to go to that square that perhaps opens them up to more attacks on them or opens up a path to their druid. After all, how important is that +2 to hit? It's not worth those dangers unless of course you understand what the rogue can do with it.

Likewise perhaps the animal has a choice of two squares: one that blocks the barbarians charge lane and one that doesn't. Does this make sense to the animal or not?

This is before we get into situations where the animal sees something that no one else does, etc.

How many of these are you pulling back, and back until you go with exactly the situation that you described by having the DM move the animal companion. That is the DM having the animal companion react to the orders and then running the animal companion as following them. Also you have the DM saying what Fluffy's reactions are, right? Isn't that what the person playing fluffy gets to decide?

An animal is a poor choice for a character (and an animal companion does not frankly fit the strict definition of one). They have limited communication ability with others and a different thought process. Multiple characters are not a good idea in general. Combining the two is a big mistake.

And frankly there is no need. There is nothing in the core rules to suggest that the player runs anything beyond their own character. In fact there are many things in the rules that back that up.

-James


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber
james maissen wrote:
Ansel Krulwich wrote:

But... Let's say for the sake of argument the player moves Fluffy opposite the rogue who is already in position instead of directly ahead.

GM: "Did you want Fluffy to flank instead of attack?"
PC: "Uh... Yeah."

PC: "Both.. it only makes sense for Fluffy to attack from there"

Now that might be the case, or perhaps it makes more sense from the animal's perspective not to go to that square that perhaps opens them up to more attacks on them or opens up a path to their druid. After all, how important is that +2 to hit? It's not worth those dangers unless of course you understand what the rogue can do with it.

Likewise perhaps the animal has a choice of two squares: one that blocks the barbarians charge lane and one that doesn't. Does this make sense to the animal or not?

This is before we get into situations where the animal sees something that no one else does, etc.

How many of these are you pulling back, and back until you go with exactly the situation that you described by having the DM move the animal companion. That is the DM having the animal companion react to the orders and then running the animal companion as following them. Also you have the DM saying what Fluffy's reactions are, right? Isn't that what the person playing fluffy gets to decide?

An animal is a poor choice for a character (and an animal companion does not frankly fit the strict definition of one). They have limited communication ability with others and a different thought process. Multiple characters are not a good idea in general. Combining the two is a big mistake.

And frankly there is no need. There is nothing in the core rules to suggest that the player runs anything beyond their own character. In fact there are many things in the rules that back that up.

-James

There is nothing in the core rules to suggest that GMs have a better understanding of animal behavior than player, or that GMs have a right to take over any character that the player brings to the table. There is nothing in the rules preventing players from having multiple characters, regardless of whether or not you agree with it. There is nothing to suggest that your concerns about what makes a good or reasonable character matter to anyone but you. There is nothing in the rules to suggest that a companion that may be a core part of a player's concept for his/her character is somehow actually the GM's character that the player simply provides. There is nothing in the rules to suggest that any of this is ever anything than a table convention. In fact, in the Animal Archive, this is called out as an issue that you should discuss with the GM. Why? Because it is unclear and different people prefer to play it different ways.

I am fully comfortable saying that you are "allowed", as the GM, to decide that you run the companions, but that is a decision that you made, based on your own presumptions and preferences, not one that is the default setting in the rules.


james maissen wrote:
Ansel Krulwich wrote:

But... Let's say for the sake of argument the player moves Fluffy opposite the rogue who is already in position instead of directly ahead.

GM: "Did you want Fluffy to flank instead of attack?"
PC: "Uh... Yeah."

PC: "Both.. it only makes sense for Fluffy to attack from there"

If the druid's AC has the flank trick learned and can "Take 1", grats, the AC does both because the druid can issue two free actions to flank and then attack.

edit: correction - the flank trick states the animal makes an attack as part of the trick so only one command need be issued--just the flank command will do.

GM: "Roll to hit."

james maissen wrote:
Now that might be the case, or perhaps it makes more sense from the animal's perspective not to go to that square that perhaps opens them up to more attacks on them or opens up a path to their druid.

The AC follows orders if the Handle Animal check succeeds. Nothing in the rules state it second guesses you if you surpass the stated DC.

james maissen wrote:
After all, how important is that +2 to hit? It's not worth those dangers unless of course you understand what the rogue can do with it.

The animal doesn't have to understand nothing. Druid orders pet to flank, rolls d20 (or doesn't if it'll auto-succeed), pet moves into flanking position.

james maissen wrote:
Likewise perhaps the animal has a choice of two squares: one that blocks the barbarians charge lane and one that doesn't. Does this make sense to the animal or not?

I see I have to restate myself: I trust players to make decisions absent of metagaming and only intervene if they betray that trust.

Bob: "Oh! That blocks my charge lane!"
PC: "Ack! Can Fluffy have moved here *points* instead? Both are equidistant and neither spot is threatened."
GM: "'Equidistant?' Nerd! *holds up a d6* 'Say yes or roll the dice' I always say. 1-3 he ends up here, 4-6 he's there. *roll* Nope, sorry Bob."

If the players are more tactically minded:

PC: "Bob's planning on charging so I delay until after Bob's turn."

That solves the problem entirely.

james maissen wrote:
This is before we get into situations where the animal sees something that no one else does, etc.

All too easy.

GM: "Roll a Perception check for Fluffy."
PC: "Oh no. *roll* 27"
GM: "Fluffy glances quickly to the northeast before turning his attention back to the goblin."
PC: "Guys! Can anyone else see what's in the shadows behind that stone pillar?"
Various: "Huh? What do I see? *looking eagerly at the GM and already rolling d20s reflexively*"
GM: "You can find out on your turn."

james maissen wrote:
How many of these are you pulling back, and back until you go with exactly the situation that you described by having the DM move the animal companion. That is the DM having the animal companion react to the orders and then running the animal companion as following them. Also you have the DM saying what Fluffy's reactions are, right? Isn't that what the person playing fluffy gets to decide?

And therein lies the art of gamemastering: Describing, not driving.

You're like the instructor sitting in the passenger seat during driver's ed class. You can gently put on the brakes but you can't take the steering wheel out of the driver's hands.

james maissen wrote:
An animal is a poor choice for a character (and an animal companion does not frankly fit the strict definition of one). They have limited communication ability with others and a different thought process.

That doesn't escape players. Start with the assumption that they know what they're doing until you are provided proof to the otherwise. You're all adults at the table and if you're not... Well, you'd be surprised at how mature, imaginative, and restrained children are.

james maissen wrote:
Multiple characters are not a good idea in general. Combining the two is a big mistake.

"You'll have to wait until Pathfinder 2.0 to make those kinds of radical changes."

james maissen wrote:
And frankly there is no need. There is nothing in the core rules to suggest that the player runs anything beyond their own character. In fact there are many things in the rules that back that up.

I provided a quote, page number, column number, paragraph even, of Paizo text stating explicitly that there is actually no rule that players cannot control multiple characters. Go find and read it. I'll wait.


Ansel Krulwich wrote:

The AC follows orders if the Handle Animal check succeeds. Nothing in the rules state it second guesses you if you surpass the stated DC.

You misunderstood me, the druid didn't order the companion to flank.. just attack. The companion has the choice of squares, who chooses if the companion flanks or doesn't? The player or the DM?

In the first thread you have the DM move the animal, but now you say the player is choosing.

Ansel Krulwich wrote:

I see I have to restate myself: I trust players to make decisions absent of metagaming and only intervene if they betray that trust.

And if they have the animal always flank for the rogue, but not always for others is that meta-gaming?

Personally, I make it easier and only give players one character to play. I still trust them not to metagame, but only give them one perspective rather than multiple ones.

And if the player had the animal chose one path, why would it not do so because some PC speaks 'not there'? Roll a d6? Why?

Ansel Krulwich wrote:

Various: "Huh? What do I see? *looking eagerly at the GM and already rolling d20s reflexively*"

GM: "You can find out on your turn."

Perception checks are reactive, and not actions. PCs don't close their eyes in between their turns.

Not to mention:

Ansel Krulwich wrote:
GM: "Fluffy glances quickly to the northeast before turning his attention back to the goblin."

In a large room with a dozen goblins, and one hiding goblin that the Fluffy sees.. Fluffy points him out to everyone? Really? I think we need to rename Fluffy as Lassie and find out that Timmy fell in the well again.

Ansel Krulwich wrote:
I provided a quote, page number, column number, paragraph even, of Paizo text stating explicitly that there is actually no rule that players cannot control multiple characters. Go find and read it. I'll wait.

Funny all I see you is mentioning something about the gamemastery guide without a quote. Must have missed it, and I don't own the game mastery guide.

Ansel Krulwich wrote:

PC: "Bob's planning on charging so I delay until after Bob's turn."

That solves the problem entirely.

And what does the animal do while you delay?

-James


MrTsFloatinghead wrote:
There is nothing in the core rules to suggest that GMs have a better understanding of animal behavior than player, or that GMs have a right to take over any character that the player brings to the table.

The animal companion is not a character, just a monster. We've established this in this thread.

The player, by RAW, has only a single character and it is not the animal companion.

The DM, by RAW, plays everything else.

At least that's the core rules.

However, the core rules do speak about house rules. Playing monstrous characters, non-standard races, and playing multiple characters. You discuss house rules with your DM.

A common house rule is that animal companions somehow share their master's turn. Another common house decision is that the player of the druid runs the companion for the DM.

You certainly discuss house rules together,

James


Dungeon Master S wrote:

So this topic was briefly approached in the AC blog post, but got swallowed by a deeper debate. So, I'd like to cover it here.

Your animal companion beats your initiative, what happens on their turn? For lack of any official ruling, I've simply ruled that if you don't need to push it, you can give it a command. If you need to push, it'll delay until your turn (but defending itself if necessary.)

Thoughts?

Nope. Your animal companion AUTOMATICALLY goes on your initiative count, as does any other assistant you might have to your main PC. Makes life easier for the DM.

As DM, I may or may not decide to run the NPC, depending on if I have a specific personality in mind, or if I have plotting I want to accomplish. It's a drama opportunity, and potential adventure hook.


james maissen wrote:
Ansel Krulwich wrote:

The AC follows orders if the Handle Animal check succeeds. Nothing in the rules state it second guesses you if you surpass the stated DC.

You misunderstood me, the druid didn't order the companion to flank.. just attack. The companion has the choice of squares, who chooses if the companion flanks or doesn't? The player or the DM?

In my games, the player. If the player has given the attack command, they move the animal directly towards the monster into attack position. If they can't reach the mini, another player usually reaches over and moves the animal's mini into position. Maybe I move it if no one else gets to it quickly enough.

Do you think my player doesn't move the mini directly towards the monster?

james maissen wrote:
In the first thread you have the DM move the animal, but now you say the player is choosing.

The GM says Fluffy moves into position. He didn't physically pick up the mini and move it. There may not even *be* miniatures. Or a table.

james maissen wrote:
Ansel Krulwich wrote:

I see I have to restate myself: I trust players to make decisions absent of metagaming and only intervene if they betray that trust.

And if they have the animal always flank for the rogue, but not always for others is that meta-gaming?

If the rogue is the only one up there, who else is the animal going to flank for.

In the event that there are multiple allies, the flank trick makes no mention on who decides which ally to flank with. I, again, defer to the player, trusting that they'll not metagame. If they ask me for a suggestion, I'd recommend an ally that requires the least amount of travel but they could roll a die or maybe even choose the ally that the animal companion has the most affinity for.

If they betray that trust, I have a talk with them, either immediately or after the game.

james maissen wrote:
Personally, I make it easier and only give players one character to play. I still trust them not to metagame, but only give them one perspective rather than multiple ones.

That's fine. If your players agree then who would argue against that?

Since there is no rule stating who controls the animal companion, it's up to the GM and the players to come to an agreement on that matter. My players and I have a different agreement and neither one is wrong or against the rules.

Did you read Quaternion's post above?

james maissen wrote:
And if the player had the animal chose one path, why would it not do so because some PC speaks 'not there'? Roll a d6? Why?

Because someone or something has to decide. Ever see a GM running a skeleton with three available PCs to choose from to attack pull out a d6 and say, "You're 1-2, you're 3-4, and you're 5-6." If either outcome has equal likelihood of occurring then let the dice choose. They're fair and impartial and darn hard to argue against.

In that example, I would personally recommend to the druid to delay and let the barbarian get in first as it's a more tactically sound decision if the player has a habit of not utilizing the delay action. It guides, teaches, and gets the game moving quickly. That situation won't be likely to occur again in the future so everybody wins.

james maissen wrote:
Ansel Krulwich wrote:

Various: "Huh? What do I see? *looking eagerly at the GM and already rolling d20s reflexively*"

GM: "You can find out on your turn."
Perception checks are reactive, and not actions. PCs don't close their eyes in between their turns.

The other PCs would have to be a position where they can actually see behind the column and intentionally search for the stimulus (Daisy Druid did say there were shadows back there) as a move action. I described the reaction. No one knows if Fluffy caught someone by scent or actually saw something moving.

james maissen wrote:

Not to mention:

Ansel Krulwich wrote:
GM: "Fluffy glances quickly to the northeast before turning his attention back to the goblin."
In a large room with a dozen goblins, and one hiding goblin that the Fluffy sees.. Fluffy points him out to everyone? Really? I think we need to rename Fluffy as Lassie and find out that Timmy fell in the well again.

I never said Fluffy saw a hiding goblin. Maybe it's a barghest skulking in the shadows? Maybe it's an invisible cleric trying to make a getaway? Maybe it's a rolling boulder, triggered by the trap, that's barreling its way towards the loyal companion?

Also, "Lassie" is an insult. Fluffy is a snow tiger, fur sleek as the wind. Also, there's no well in this dungeon. That's just silly. The goblins would have eaten Timmy.

james maissen wrote:
Ansel Krulwich wrote:
I provided a quote, page number, column number, paragraph even, of Paizo text stating explicitly that there is actually no rule that players cannot control multiple characters. Go find and read it. I'll wait.
Funny all I see you is mentioning something about the gamemastery guide without a--

*interrupts* My readied action fires and I cast color spray. ZOT!

edit: forgot the last part of the post

james maissen wrote:
I don't own the game mastery guide.

I highly recommend it. Not just because they have a whole page that completely and 100% backs up everything I've said but because it's actually really well written and offers a lot of sound advice for game masters of all levels of experience. The whole section on how to handle different player types (the "problem" ones) is gold. So much good stuff in that book.

james maissen wrote:
And what does the animal do while you delay?

Whatever it was doing previously.


Piccolo wrote:
Nope. Your animal companion AUTOMATICALLY goes on your initiative count, as does any other assistant you might have to your main PC. Makes life easier for the DM.

So no one accuses me of playing favorites *pinches James's cheeks*, that's technically incorrect. The animal companion has an initiative bonus of its own and takes its own turn. That's technically RAW.

RAP, or Rules As Practiced (I'm just going to make that up right now... Who's with me?) is another thing. Practically speaking, the companion ends up delaying until the druid issues a command but there are situations where the initiative starts split and remains split or becomes split over time.


That's just messy, and generally impractical in the long run. Note however that I mentioned that as DM, I can take over any NPC at any time I wish.

"As DM, I may or may not decide to run the NPC, depending on if I have a specific personality in mind, or if I have plotting I want to accomplish. It's a drama opportunity, and potential adventure hook."


That's fine.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
james maissen wrote:
MrTsFloatinghead wrote:
There is nothing in the core rules to suggest that GMs have a better understanding of animal behavior than player, or that GMs have a right to take over any character that the player brings to the table.

The animal companion is not a character, just a monster. We've established this in this thread.

The player, by RAW, has only a single character and it is not the animal companion.

The DM, by RAW, plays everything else.

At least that's the core rules.

Nope. Those are your house rules.

The players play the PCs (possibly more than one PC per player).

The DM, by RAW, plays all the other characters.

RAW is silent on who plays non-character actors (monsters/companions), etc.


James Maissen wrote:
How many of these are you pulling back, and back until you go with exactly the situation that you described by having the DM move the animal companion. That is the DM having the animal companion react to the orders and then running the animal companion as following them. Also you have the DM saying what Fluffy's reactions are, right? Isn't that what the person playing fluffy gets to decide?

The critter has every reason to go around and flank, because that's what many of them naturally do.

And now there's a flank trick, which every combat critter will have, so the point is moot: fluffy doesn't flunk flank.

201 to 250 of 296 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Animal Companion beats PC in Initiative....now what? All Messageboards

Want to post a reply? Sign in.