One minion rule


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Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Jared Thaler wrote:

This still doesn't address the fact that the character with the Eidolon + AC + Purchased Animal + character can be physically choking the board with tokens.

There is more than just the one problem here. So far, solutions seem to be addressing only one of the multiple problems.

Choking the board with tokens is a problem, to be sure. But I think you can do that even without any familiars (which are usually tiny so don't really block the way) or animal companions; just a poorly-placed summons on a map with more 5ft corridors than is healthy and a six player party.

It might be a bit more likely if you have multiple pets. But given how extremely hard it is to have multiple pets with stats high enough to survive a round in the front row, I don't think it's really all that likely. I think the summons, being expendable, are actually the most likely to contribute to this problem.

But what are the other problems that you want to solve?

Grand Archive 4/5 5/55/5 *

Firstly, as far as I know, the witch's familiar is only necessary for prepping spells at the beginning of the day. I do not beleive it is needed to be present for casting. Therefore the concern of a witch's familiar during combat is moot if the player is not intending to use the familiar during combat. The familiar could be miles away.

Secondly, I will admit that I do have some cringeworthy stories of PF1 players and multiple creatures under their control. In PF2 that issue, while action-wise is less complex, could still be an issue. Players who control multiple creatures could still bog down play with not having stat blocks prepped and ready. They could also consistenty block every other melee character from participating in small map encounters. These are still issues, though they are player issues.

I think that GMs should be able to give warnings to players that bring such characters that disrupt play. And that can then follow up if the disruption continues with a removal of said player. Some folks might be concerned with the liberty that this gives GMs, but said GMs still have to answer for their rulings to the VO organizers.

As a GM, I'd be very interested in a witch that casts a summon; cackles and casts a summon again; cackles a second time, sustains the second summon, and then quickens a third summon. That said, I would warn the player that their very neat build should not remove other players' ability to contribute. "You can have all the fun you want, so long as it is not at the expense of the rest of the table." Be respectful, this is a cooperative game after all.

Ya'know, regardless of how the rules turn out I'll probably run it this way anyway. It is fair to those who are prepped and respectful and blunt to those who are not.

If your character is level 3 and your turn takes longer than 2 minutes (this is being generous), you are disrespecting the time of everyone else at the table. At level 1 your character (and maybe even you) is new. Maybe you are experimenting with different builds. At level 2 your character may still be a little new. You have just had to finalize your character. By level 3 you played with it for a little bit. You been playing the game for at least 6 sessions. I don't expect complete system mastery, but I do expect you to know how your character works...it's your character...

Dark Archive 4/5 *** Venture-Lieutenant, Finland—Turku

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Leomund "Leo" Velinznrarikovich wrote:
Firstly, as far as I know, the witch's familiar is only necessary for prepping spells at the beginning of the day. I do not beleive it is needed to be present for casting. Therefore the concern of a witch's familiar during combat is moot if the player is not intending to use the familiar during combat. The familiar could be miles away.
Quote:
Minions: With the exception of temporary creatures, such as those created by summon spells, no character can have more than one minion. Purchased Mounts do not count as minions, provided they do not take part in combat.

The issue is the wording. By the wording, you can not have more than one minion. It says nothing about "during combat" or nothing about how active those minions can be - if you have an animal companion, you can't have another minion, and if you don't have your familiar, you can't prepare spells. This is just the most glaring problem, but this rule affects, at a less dramatic level, also the druid who wants to have a leshy in addition to their animal companion just so that they can get +1 cantrip and an additional focus point (or something). Meanwhile, there is literally no scenario where that +1 cantrip and some other ability suddenly becomes disruptive for play when combined with an animal companion.

That's the issue. The rule, while trying to pre-emptively prevent some problems that we don't even know about (because no reason for this ruling has been given) makes builds that are legal and clearly not problematic, illegal.

The familiar in your pocket does not choke the board. The familiar attempting to ride your wolf is another problem entirely and is not solved with this (you can use a summon or another player's AC). The familiar in your pocket does not consume time nor actions during combat. Frankly, even if the issue is "taking more time" because you decide to command both your familiar and AC, that's less actions for you (unlike in PFS1 where AC's and summons didn't eat your actions) so whether they actually take more time (simply because of the number of PCE or pawns) is up to debate.

5/5 *****

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Tommi Ketonen wrote:


That's the issue. The rule, while trying to pre-emptively prevent some problems that we don't even know about (because no reason for this ruling has been given) makes builds that are legal and clearly not problematic, illegal.

Yep, this entire rule seems to be a solution in search of a problem. The 3 action system and requirement to command minions makes the whole issue entirely different to 1e.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber
TwilightKnight wrote:
Blake's Tiger wrote:
make a rule limiting purchased animals
I disagree. We don't need to punish all the players who can manage multiple tokens just because a few cannot be bothered to be prepared. This should fall under the GM/organizer discretion the same as if a caster cannot decide what to cast or a complex build cannot decide which of their laundry list of actions to take. As it was said up thread, this is a player problem, not a rules problem.

No. We agree. I don't believe this rule is appropriate in PF2, and if some hypothetical table with far too many creatures manifested, I think the GM should mediate a solution.

I was trying to point out that there's no need to throw the baby out with the bathwater. The only source of a single PC flooding the map is purchased/bonded animals to generate some pseudo-paralysis effect on the map. Otherwise, you're stuck at a worst case scenario of a PC, an eidolon, and an animal companion (that will suck). Therefore, if we must for some inexplicable reason have a rule because someone came up with it and OP can't step back and say, "Whoops, no need for that rule," then limit the rule to limiting purchased animals, which aren't part of a class feature but a function of gold/equipment.

Hyperbolic Example (spoiled to avoid distraction):
I mean, technically, you can't function and have that many animals under your control. Shepherds are impossible in PF2.

PC with 12 dogs.
Round 1 (3 actions): Stride 25 ft, Command dog to stride, Command dog to stride.
...
Round 5 (3 actions): Command dog to stride, Stride 25 ft, start over...

So your exploration movement speed would be 2/15th's of your base speed. I would also argue that you could not conduct another exploration activity while herding your pack.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

Reality Check: The Eidolon, Animal Companion, Familiar

Summoner
1st level: Starts with an Eidolon
2nd level: Beastmaster archetype (this is really part of your "problem" here--early access compared to Druid MC or Ranger MC) provides Young Animal Companion
4th level: Mature Animal Companion (because who wouldn't)
6th level: Some other Beastmaster feat
8th level: Witch MC archetype (the other part of your "problem" here--familiar early access compared to Wizard MC or Sorcerer MC) provides a familiar with ONE ability
10th level: Basic Witchcraft (so the familiar now has 3 abilities--1 for a single independent action and 2 more)

Outside of Beastmaster

Summoner
1st level: Starts with Eidolon
2nd level: Witch MC for familiar (with one ability)
4th level: Basic Witchcraft
6th level: Basic Spellcasting
8th level: Druid MC
10th level: Basic Wilding for a Young Companion (that will suck)
12th level: Advanced Wilding for a Mature Companion

These are terrible builds.

I also wouldn't allow a Summoner MC archetype if it gives the eidolon as part of the introductory feat, just my opinion.

2/5 *** Venture-Agent, Texas—Austin

Blake's Tiger wrote:

Reality Check: The Eidolon, Animal Companion, Familiar

Summoner
1st level: Starts with an Eidolon
2nd level: Beastmaster archetype (this is really part of your "problem" here--early access compared to Druid MC or Ranger MC) provides Young Animal Companion
4th level: Mature Animal Companion (because who wouldn't)
6th level: Some other Beastmaster feat
8th level: Witch MC archetype (the other part of your "problem" here--familiar early access compared to Wizard MC or Sorcerer MC) provides a familiar with ONE ability
10th level: Basic Witchcraft (so the familiar now has 3 abilities--1 for a single independent action and 2 more)

Outside of Beastmaster

Summoner
1st level: Starts with Eidolon
2nd level: Witch MC for familiar (with one ability)
4th level: Basic Witchcraft
6th level: Basic Spellcasting
8th level: Druid MC
10th level: Basic Wilding for a Young Companion (that will suck)
12th level: Advanced Wilding for a Mature Companion

These are terrible builds.

I also wouldn't allow a Summoner MC archetype if it gives the eidolon as part of the introductory feat, just my opinion.

While I am 100% on team "this rule shouldn't exist", in the interest if fairness, you can get a familiar from the Gnome ancestry feat Animal Accomplice or the Ratfolk feat Rat Familiar. So it's will theoretically bepossible to have an eidolon, animal companion, and familiar at level 2.

All that said, it's entirely unnecessary to restrict that build since we're still nearly a year away from Eidolons and you can do the animal companion + familiar at level 1 as a gnome druid using the core rules only.

If we are going to go forward with this rule, I would recommend limiting players to 2 PCEs on the board, before summons, to at least account for very likely combination of a familiar + something else just from class features.

2/5 5/5 **

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Pathfinder Adventure Path, Lost Omens Subscriber

You mean 3 PCEs. PCs count as 1 PCE.

2/5 *** Venture-Agent, Texas—Austin

Blake's Tiger wrote:
You mean 3 PCEs. PCs count as 1 PCE.

Correct, I should say, limit to 2 additional PCEs beyond the player themselves, not including summons. That leaves room for a bonded animal and an animal companion, a companion and a familiar, a familiar and an eidolon, etc. etc.

You throttle the more egregious examples of an animal companion, a bonded animal, and a familiar by making them pick two for the map.

Dark Archive 4/5 *** Venture-Lieutenant, Finland—Turku

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The new text is online:

Quote:
Pawns: In Encounter Mode, each PC is typically represented by a pawn. Animal Companions, purchased animals and summoned creatures, and any other creature whose location affects combat are also usually represented by some sort of pawn. With the exception of temporary creatures who last no more than an encounter or two, such as those created by summon spells, no character can place more than 2 pawns per adventure. Familiars who stay in their owner’s square during encounter mode do not require pawns.

While I'm still unsure why there's a need to limit a familiar from leaving your square if you also have an animal companion, I'm still really happy with this change. It's probably roughly 147 times better than the originally intended rule.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

So I can place my purchased horse and purchased dog for the scenario, avoiding risk to my PC, and getting credit for the scenario. Good way to play up tier. Cool! *eye-roll*

Maybe ask the designers for help writing this house rule.

EDIT: As much as I don't want to help...

"no character can place more than 2 pawns per adventure."

should be

"no player may place more than their character and 1 additional pawn per adventure"

Grand Lodge 4/5 5/55/5 ***

Okay, I have to ask what the end game is here? What exactly are we trying to prevent? Has there been a sudden increase in multi-pawn abuse? Are we expecting the summoner class to be exploitable? If the issue is a player with a lot of pawns on table and thereby making it such that the other players at the table cannot participate, we already have a rule for that — “don’t be a jerk.” Rather than arbitrarily create house rules for PFS, which is something the leadership is supposedly wanton to do, leave it to the local lodges and organizers to determine if/when a player is exploiting the rules and not participating in good faith? We supposedly trust our players to follow the rules, so why not let them? And we are supposed to trust our organizer and Venture-Officers to review cases of bad behavior and take appropriate action. If we don’t want to create non-core variant rules unless absolutely necessary, then don’t.

Grand Archive 4/5 5/55/5 *

There are some rules that I do not enforce. This will merely be added to the list. The spirit of the rule "disruptiveness" will be noted and addressed when necessary.

*shrug* I no longer have concern over how this develops.

2/5 *** Venture-Agent, Texas—Austin

I tend to agree. This is *better* than the original rule by far, but it's still not clear it is/was necessary to even put ink to paper on this one.

Could have just as easily been covered with a section in the Game Master Basics about "Dealing with Disruptive Play Behavior."

Instead, we have a rule that almost certainly age poorly and does still limit player agency. I'd be surprised if the designers of the summoner aren't aware of the potential impact of combining an animal companion with the eidolon.

It'd be great if the org play team spent as much time clarifying actually contentious rules discrepancies for the campaign as they did issuing this mystifying edict solving problems that don't seem to exist in 2E, but you can't be sure because it happened to someone 5 years ago on a 1E table one time

Grand Lodge 4/5 5/55/5 ***

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TwilightKnight wrote:
wanton

Hmmm. Not the word I intended. Bitten by the auto-correct again. Serves me right for typing on my phone's tiny keyboard.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

guide to organized play wrote:
Pawns: In Encounter Mode, each PC is typically represented by a pawn. Animal Companions, purchased animals and summoned creatures, and any other creature whose location affects combat are also usually represented by some sort of pawn. With the exception of temporary creatures who last no more than an encounter or two, such as those created by summon spells, no character can place more than 2 pawns per adventure. Familiars who stay in their owner’s square during encounter mode do not require pawns.

Here is the final product. Not happy with it, but guess it is what it is now.

Make sure your familiar stays in you pockets.

Horizon Hunters 2/5 **** Venture-Agent, California—Silicon Valley

Zachary Davis wrote:
guide to organized play wrote:
Pawns: In Encounter Mode, each PC is typically represented by a pawn. Animal Companions, purchased animals and summoned creatures, and any other creature whose location affects combat are also usually represented by some sort of pawn. With the exception of temporary creatures who last no more than an encounter or two, such as those created by summon spells, no character can place more than 2 pawns per adventure. Familiars who stay in their owner’s square during encounter mode do not require pawns.

Here is the final product. Not happy with it, but guess it is what it is now.

Make sure your familiar stays in you pockets.

Why aren't you happy with it? The familiar just has to stay in your square, not in a pouch or anything. Basically, if it's just there for focus points you're fine to have something else.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

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Cordell Kintner wrote:
Zachary Davis wrote:
guide to organized play wrote:
Pawns: In Encounter Mode, each PC is typically represented by a pawn. Animal Companions, purchased animals and summoned creatures, and any other creature whose location affects combat are also usually represented by some sort of pawn. With the exception of temporary creatures who last no more than an encounter or two, such as those created by summon spells, no character can place more than 2 pawns per adventure. Familiars who stay in their owner’s square during encounter mode do not require pawns.

Here is the final product. Not happy with it, but guess it is what it is now.

Make sure your familiar stays in you pockets.

Why aren't you happy with it? The familiar just has to stay in your square, not in a pouch or anything. Basically, if it's just there for focus points you're fine to have something else.

It is restricting options that were well balanced and already in place by the Core Rule Book and brings a house rule in that goes against core. Twilightknight said it better.

twilight knight wrote:
One of the design intentions stated for PFS2 was to, whenever possible, house rules that deviate from the core rules. The core rules already have an inherent limitation system for minions with the requirement for their master to invest actions or they do little to nothing on their own. Adding a house rule to PFS2 to limit minions is completely unnecessary and breaks that “promise” to adhere as closely as possible to core.

It does nothing to truly fix the problem with "clogging the board", which was one of the reasons,allegedly, it was made up. As what multiple others have said, summons can "clog the board" more effectively.

Edit: removed snarky comment

Horizon Hunters 2/5 **** Venture-Agent, California—Silicon Valley

Zachary Davis wrote:
Cordell Kintner wrote:
Zachary Davis wrote:
guide to organized play wrote:
Pawns: In Encounter Mode, each PC is typically represented by a pawn. Animal Companions, purchased animals and summoned creatures, and any other creature whose location affects combat are also usually represented by some sort of pawn. With the exception of temporary creatures who last no more than an encounter or two, such as those created by summon spells, no character can place more than 2 pawns per adventure. Familiars who stay in their owner’s square during encounter mode do not require pawns.

Here is the final product. Not happy with it, but guess it is what it is now.

Make sure your familiar stays in you pockets.

Why aren't you happy with it? The familiar just has to stay in your square, not in a pouch or anything. Basically, if it's just there for focus points you're fine to have something else.

It is restricting options that were well balanced and already in place by the Core Rule Book and brings a house rule in that goes against core. Twilightknight said it better.

twilight knight wrote:
One of the design intentions stated for PFS2 was to, whenever possible, house rules that deviate from the core rules. The core rules already have an inherent limitation system for minions with the requirement for their master to invest actions or they do little to nothing on their own. Adding a house rule to PFS2 to limit minions is completely unnecessary and breaks that “promise” to adhere as closely as possible to core.

It does nothing to truly fix the problem with "clogging the board", which was one of the reasons it was made up. As what multiple others have said, summons can "clog the board" more effectively.

But hey, at least we settled on a term to call them

You keep talking about the problem with clogging the board. No one can have more than one summon spell active at a time, so the idea that a single person could summon a bunch of creatures just isn't there.

There's no rule stopping someone from doing that? How about the fact summon spells are sustained, and take three actions to cast. In order to cast another, you would have to give up the one you have already.

The point of this rule is to stop INDIVIDUAL players from clogging the board with a ton of tokens, stopping allies from being able to do what they want. If one of the theoretical summoner beastmaster witches showed up with a large AC, Huge eidolon, their familiar and summoned a huge creature along side them all, you would probably be pretty pissed at that one guy for taking up 24 squares just to themselves. If the party as a whole decides it's a good idea to summon a bunch of creatures together, that's a completely different scenario. Blame can't be placed an any one of the players since they're all participating.

**

You should read up on the feats available to casters. A level 20 witch can in fact summon and sustain four summons at once, though it consumes all their focus points to do so:

Turn 1: Summon
Turn 2: Effortless Concentration, Summon
Turn 3: Effortless Concentration, Cackle, Summon
Turn 4: Effortless Concentration, Cackle x2, Summon

(Cackle x2 requires the level 20 Hex Master feat)

This rule doesn't really stop a determined player from clogging the board, imo (a level 1 witch can hit 2 summons already via cackle). It just adds a headache. That witch can also have an AC out and about, so thats 5 extra pawns, all Large+, and completely allowed under this rule.

I will admit that 3 and 4 summons can't be done until levels 16 and 20 respectively, but just 2 summons+large AC is online by level 8 or something (I'll have to double check Beastmaster).

Frankly I'd exempt familiars entirely - they rarely move out of their master's space to begin with, but the deliver touch spells ability requires it (but isn't going to slow the game significantly I think). Beyond that? They have no combat ability, the only other thing they might do is Familiar Conduit?

Grand Lodge 4/5 5/55/5 ***

Cordell Kintner wrote:
No one can have more than one summon spell active at a time, so the idea that a single person could summon a bunch of creatures just isn't there.

It’s possible this rule is designed for future proofing. If the themes for the summoner from 1E are any indication, there may be a way for it to spam summoning and having the eidolon at the same time would certainly be a good start to the battlefield cluttering. We won’t really know until next year when the new materials are released.

Cordell Kintner wrote:
If one of the theoretical summoner beastmaster witches showed up with a large AC, Huge eidolon, their familiar and summoned a huge creature along side them all, you would probably be pretty pissed at that one guy for taking up 24 squares just to themselves.

To be fair that’s not going to happen until a relatively high level and in PFS it’s not really a major problem and even if it does come up in some very rare case, the GM/organizer/VO can determine if it really is disrupting to play and take appropriate action.

As you said, spamming the table is going to be very rare and require A LOT of intentional investments. We just don’t need a special rule for this—unless org play knows something that we don’t.

**

I'll admit I'm curious as to the background here. I'd always understood the 1e rule to be more about the part where it breaks the action economy wide open and then that person takes forever to play a turn.

2e already greatly reduces that.

2/5 *** Venture-Agent, Texas—Austin

The argument that the summoner might break it a year from now is a really terrible reason to do this now. They're designing the summoner in the context of two base classes having animal companions, two having familiars, and an archetype that gives either in the game.

If, and this is a big if, the summoner is a ball of trouble you deal with it then. Using it as justification now really just illustrates how flimsy the need for this is.

2/5

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I wish the organized play team would get around to sanctioning Return of the Runelords, rather than creating unnecessary rules that almost no one seems to like.

1/5 *

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Illusory Creature is a 2-action spell that gives you a minion.

--

This rule change is a bummer. One of my players likes to use his bat familiar to fly around and deliver Vomit Swarm spells and the like. Its a bummer that such a use in PFS would preclude also having an animal companion, especially since the game's base rules were balanced around such a use.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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cavernshark wrote:
The argument that the summoner might break it a year from now is a really terrible reason to do this now.

The history of PFS is full of disasters where they waited till something broke the game to put a rule in, and people immediately pledged to break the game worse in retaliation.

It has (possibly) made them a little overly proactive about putting in rules *before* things break the game.

Grand Lodge 4/5

cavernshark wrote:

The argument that the summoner might break it a year from now is a really terrible reason to do this now. They're designing the summoner in the context of two base classes having animal companions, two having familiars, and an archetype that gives either in the game.

If, and this is a big if, the summoner is a ball of trouble you deal with it then. Using it as justification now really just illustrates how flimsy the need for this is.

Better acting now than when too late. PFS1 aberrations are a good testimony of that, it's one of the rare topics when one can afford anticipating.

2/5 5/5 **

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Pathfinder Adventure Path, Lost Omens Subscriber

Once you're done requesting all the exceptions, is there more exception than rule?

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