GMMichael
Guide of Modos
I GM a game that includes a PC who plays a gnome with a furry woodland friend: a giant badger. I also GM a rules-light game that has no rules for animal companions: they're not required to act on your turn, they don't have power progression tables, and you don't lose a point of Constitution when your animal companion dies, for example. However, there is a list item (character "perks") that grants your animal companion a bit more spirit or personality, bolstering the idea of a special bond. The PC has this perk.
Hogging spotlight by having two characters is not an issue (yet), but I'm wondering how ENworld would fill in the rules gaps here. I have a few ideas as possible starting points:
Hogging spotlight by having two characters is not an issue (yet), but I'm wondering how ENworld would fill in the rules gaps here. I have a few ideas as possible starting points:
- Characters can either transform or appear differently with a first-level power called Alter. It's purely superficial - no character elements change with the power. Having an animal companion could be played like this: when using the animal companion, you're just playing your character (sheet), but using a different appearance, in a sense.
- In conflict, PCs have an allotment of actions they can use. If the character uses actions to command or guide the animal companion, then the PC isn't getting more of a resource than other PCs are.
- Have a second sheet, i.e. a second character, for the companion.
- GM plays the animal companion as an NPC (who has a special bond with the PC).
- (Fill in the blank!)