Talk:Multiple Characters (5e Variant Rule)

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Just a few questions.

Regarding point 5: I'm not sure which character is getting the flex action, is it the subordinate or the PC? Is this another action that the character gets in addition to their other action? Also, 5e doesn't have movement actions.

Regarding point 2: At what point does an NPC become "obedient"? On one hand there's a ranger's companion who "obeys your commands as best it can". On the other hand you might be paying 40 sp a day for twenty militiamen.

Regarding point 4: So, on a single failed saving throw (and shouldn't this be a contested check? Cha vs. Cha?), a henchman will kill themselves on the PCs order? Marasmusine (talk) 01:28, 20 May 2016 (MDT)

Subordinates do not get actions of any type. They consume the actions of their commanding PC. They also do not get a turn of their own. They literally become an extension of the PC.
5e has movement actions. They just don't have any convenient language to discuss the subject. What should I call it otherwise? The same issue appears with object interactions. Every character has the following action economy currency at the start of each turn:
One Movement, which can be broken up until the character's full move speed has been consumed.
One Action, which can take many forms, including an attack.
One Bonus Action, which is commonly used by class features and two-handed-fighting.
One Reaction, which is rarely used by some class features, and the prepare action.
One Object Interaction.
On point 2, any circumstances which would cause the NPC to take orders from the PC indefinitely. This would even include obedience through enslavement.
Ultimately, once the DM has released control of an NPC to a player, it isn't really their choice for the most part. That's like asking whether it's OK to let a PC commit suicide. Also, the example given had the subordinate character deciding to commit suicide of its own accord, by the word of the player, not its commanding PC, although the two are treated as virtually synonymous. The disobedience/loyalty clause only exists for the sake of having some impartial means of severing that tie for any reason. For instance, if your subordinate were being bribed, the DM would throw this save to see if it is successful. If your subordinate were facing a terrible threat and had valid reason to flee, the DM would throw this save to see if they buckle under their fear and retreat. The suicide example was given as the most extreme possible representation of this. At the end of the day, the DM still has full say. If he doesn't want the subordinate to carry out a certain action, (Say, the player is being disruptive and irresponsible) then the DM can simply say, "No. He doesn't do that. We need to talk." It is not a tool for resolving out-of-game issues through in-game mechanics. Such a thing would be ineffectual at resolving such conflicts, as it would be just as irresponsible as the behavior that caused the problem in the first place. It is a tool for impartially determining the NPC's actual loyalty to the PC/cause. I agree, it should probably be a contest against the PC, or the external force acting on the subordinate, but NPCs typically do not improve over time, and such a contest against a high level PC would be a waste of time, the PC would almost certainly win.
The point here is that the subordinate is dedicated to the PC on a personal level. If a PC had command over an army, not every soldier would be a subordinate, but his lieutenants likely would.

I love this, it is an excellent solution. Obviously well thought out, and I am so using this in my games from now on. Thank you for solving this silly, annoyingly-terrible problem. Zibby (talk) 06:24, 9 June 2018 (MDT)

Update: After using this rule, it has been found that the shenanigans it allows are slightly wonky. At our table, we have added the following stipulations;
  • A PC or subordinate may not take the same action twice in one round.
  • A PC or subordinate cannot take two or more movement actions in a single round.
  • A PC or subordinate may not take the same bonus action twice in one round.
  • A PC or subordinate may only spend one reaction per triggering event.
This allows for streamlined play without allowing the paladin to attack again just because his horse isn't moving this round (which makes no sense when you think about it, but try telling the paladin that)_. Zibby (talk) 07:01, 23 October 2018 (MDT)
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