Post by friartook on Jan 7, 2016 20:41:27 GMT
I want to start by saying this is super cool, and you are awesome for wanting to figure this out for your player. However, this will be a tough road to balance out, haha. Ideas time!
From a mechanical perspective the biggest issue is the action economy that the player would be allowed. In most scenarios presented in this thread it is a Rogue/(Fighter or Barbarian) as examples. Even at level one as long as the Fight/Barb is within 5 ft of the enemy the Rogue is likely looking at 2d6+3 (sneak attack from nearby ally) for damage in a round, and if the Fight/Barb can attack as well then it is adding on 1d8 to 2d6 + STR as well. Even under the multi class method the ability to divide and conquer is a lot.
I think that a certain set of actions available is the way to go, but at the same time that feels very limiting in certain scenarios or not limiting enough. If they are force into having only the standard set of actions then one is not attacking, or one isn't moving, or one can't react if an enemy were to run in between them, etc. What could help in combat might be to allow the Help action to be given in conjunction with the twins. Instead of each getting an attack on the enemy the person attacking gets the Help action (PHB pg 192) for free, and also looking at the Working Together (PHB pg 172) could help for ideas for out of combat synergy between the characters. I think a range restriction on how far they are apart they are could be interesting as well.
I'm thinking allowing the standard array of actions in a round for the pair, then adding in the option of taking the Help action as an extra bonus action would be the way to go on that. Allow them to split movement, but not each take a move. One attack action per round until extra attacks come into play. I think I'd allow them to give actions to each other, so when the fighter gains an extra attack action, he can choose to give it to the rogue. But this will create some "interesting" tactical situations as the twins level up. So I need to think on that.
As to the "pet" option, those mechanics (or lack thereof) in 5e have already been exploited ad nauseum by my players. Since there are not any real mechanics for it, they basically used animal companions as extra attackers, gaining a full set of actions out of them on their initiative. It was irritating. They used them in creative ways, but two players bought freaking mastiff dogs to use in this way. It felt like an exploit. In case you can't tell, the idea has left me with a bad taste in my mouth. I'd rather come up with a custom set of mechanics, then perhaps apply them to animal companions as well, he-he.