this post was submitted on 12 Nov 2025
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Agreed, give a chance to flip at the beginning of every turn, since that’s when reactions and a lot of 1-turn effects end.
Also, to further reduce the chance of one player holding the character too long and to add a little fun tension: instead of a coin flip, in order to take over, the player not presenting makes an unmodified DC10 check that decreases by 1 with every failure and resets on a success.
If two players want to copilot a character that shit is on them to figure out. If they're disagreeing often enough about who should pilot when then it's gonna be a drag and shouldn't be done.
Also makes sense that in higher stress situations like combat, they'd be fighting for control more frequently than when they're chilling in camp.
Might be fun to add a check to it. Maybe something akin to a concentration check that they have to roll when they take damage to hold on to their connection to their patron. Failure means they flip.