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Downloads

  • Battle Companions Handout Blank.pdf
  • Battle Companions Handout Curse Curator.pdf
  • Battle Companions Handout Blinding Flash.pdf
  • Battle Companions Handout Draw Down.pdf
  • Battle Companions Handout Fell Curse.pdf
  • Battle Companions Handout Great Wallop.pdf
  • Battle Companions Handout Healer's Harp.pdf
  • Battle Companions Handout Protective Stance.pdf
  • Battle Companions Handout Rush Together.pdf
  • Battle Companions Handout Singled Out.pdf
  • Battle Companions Handout Special Fastball.pdf
  • Battle Companions Core Rules (print friendly).pdf
  • Battle Companions Core Rules.pdf

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Content

Every combat encounter can be its own story—a tale with its own heroes and villains, its own tension and plot. And like any good story, a good combat can be ruined by poor pacing. When combat has too many combatants taking too many turns, it can slow the whole session down into a slog, and allied nonplayer characters (NPCs) can exacerbate that problem.
The rules here model a new, faster way to include such NPC allies. These battle companions’ abstract mechanics keep them from slowing the action, while their radical-and-daring (RAD) features make combat fun without unbalancing the conflict or taking the spotlight from the players.

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Comments

WillS

This is great! New DM, playing with only one other player (Thief and Paladin PCs), who have allied themselves with Yeemik who wants aid from the PCs to storm Cragmaw Castle and take the throne for himself (the pcs killed Klarg already to get Sildar being guarded by yeemik and his goblins)with a non-aggressive pact with he pcs. As I'm still having to struggle with looking up rules this will make things infinitely easier. Also thinking of helping my player by making the Paladin PC one of these to help things flow better. Thanks!