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To see this precedent, simply look at a few spells: This is because they have a limited scope to their capabilities, are mostly unaligned, and from an RP perspective, are more natural to interact with. Almost all creature interactions in 5e heavily favor interacting with beasts. The beast consideration is most important. Less intelligent creatures are harder than more intelligent ones.Less powerful (lower CR) creatures are harder to interact with than higher CR.Unaligned creatures are easier than aligned ones.Beasts are easier to interact with than non-beasts.Vaguely in order from most-to-least important factors for communicating with animals: In rule instances, there’s an implicit hierarchy concerning which creatures are difficult to interact with, most commonly referenced in spells.įactors Affecting Pet-handling Difficulty The tricky thing with animal handling checks is setting reasonable Difficulty Classes ( DCs). Not directly related, but this post addresses passive perception and passive skills more generally. You can even make checks against a creature’s passive insight with animal handling. However, this is the exact case that the animal handling skill is used for.Īnimal handling is meant for communicating intent, desire, and commands non-verbally, and it serves as the animal equivalent to persuasion. The only real major hiccup is that a lot of pet-like NPCs aren’t intelligent enough and don’t understand speech.
TINY PLAYER 5E PC
To interact with them, the PC must convince the pet to aid as they would anyone else, and the DM dictates the results. If they are intelligent and understand language (e.g., a baby dragon), they are literally just NPCs – the players can interact and coordinate with them by talking and controlling them through game mechanic skills, like persuasion and deception.
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Pets as NPCs are simple to manage – you just treat them as a character that is moving with the party. You’ll find that there’s a spectrum of rules that address both of these situations – and many in between. On one end, you have a pet that is more or less part of the game world that the DM entirely controls, and on the other, the pet is integrated almost completely in a PC that the corresponding player controls. These two perspectives are two ends of a spectrum between DM and player control. Even during “social interactions”, an animal companion’s personality is more a reflection of their PC than an independent creature. A beast master’s animal companion is an extension of their corresponding PC, being controlled directly by them and also a significant part of their powers and personality. If a player adopts an owlbear cub and wants to raise it, that player’s interaction with the animal is going to be similar to interacting with a character, albeit an adorable, ferocious, and unpredictable one.Īlternatively, you can think about pets as features – integrated parts of a Player Character (PC). One way is to treat them as NPCs – individual semi-sentient entities that the players interact with and the DM controls. Are there rules that allow a player to train with a creature so that they’re able to coordinate consistently?.Should pets be more under the DMs control or Players?.Factors Affecting Pet-handling Difficulty.