Is the Steel Defender intelligent enough to be able to operate on its own and not just dodge, if you are not in the battle sequence? Or even in non-combative situations
Examples...
You tell your defender to sit in spot X until you come back. Group of hostile creatures show up.
You tell your defender to go out hunting for food.
You tell your defender to deliver something
I suppose a better overall question is, what is the extent of a 4 INT creature? I've read around they aren't dumb bricks, but require more direction in general, but can they operate on their own without commands at some point? Regardless if I am there or not.
It's interesting that the Steel Defender rule describes its actions by starting with "In combat" as this suggests none of the restrictions apply outside of combat, and the Steel Defender is as autonomous as any other creature would be.
I guess the simplest answer is "it's up to your DM", but I see no reason it shouldn't be able to respond to straightforward commands.
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Steel Defenders are constructs created by their artificer for a purpose. It would make sense for them to have what amounts to basic contingency programming, but it's going to be a DM by DM basis for what the Defender can get away with. Given that they're Steel Defenders, having 'Guard' or 'Sentry' modes makes sense for them - my Defender and Homunculus are basically on permanent nightwatch since neither needs sleep. Beyond that? Talk to the DM, see what they're okay with.
It's interesting that the Steel Defender rule describes its actions by starting with "In combat" as this suggests none of the restrictions apply outside of combat, and the Steel Defender is as autonomous as any other creature would be.
I guess the simplest answer is "it's up to your DM", but I see no reason it shouldn't be able to respond to straightforward commands.
True, but what really brings up the thought is, when you are knocked out, it has free will to do what it deems fit for the situation. Now, given the 4 INT, doesn't mean it'll become superman and beat the crap out of everything, but it also one simply just sit there either. So, if in combat it follows command from bonus action, but when I am knocked out (out of combat), it has free will, then would simply not being in combat give it free will during combat? Which is my overall train of thought. I assumed DM would be the answer, curious how others may have handled the Steel Defender creature as a whole.
Steel Defenders are constructs created by their artificer for a purpose. It would make sense for them to have what amounts to basic contingency programming, but it's going to be a DM by DM basis for what the Defender can get away with. Given that they're Steel Defenders, having 'Guard' or 'Sentry' modes makes sense for them - my Defender and Homunculus are basically on permanent nightwatch since neither needs sleep. Beyond that? Talk to the DM, see what they're okay with.
All makes sense. I would counter the more machine approach your words seem to take and state that it comes across to me as more creature like, just steel formed. It may be obedient to a fault, machine like, but it isn't fully machine. That's just me in the end.
Force-Empowered Rend.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
This is under the Steel Defender character sheet. The word "you", implying to the Artificer or to the Steel Defender?
Interesting question, but I'd assume it means the Defender as ultimately the Defender is the one that will actually make the attack, and it needs to be within a melee range of 5 feet before it can do-so; however I'd say it doesn't matter if the Defender can see the target at the start of its turn as it can always move before it actually attacks, you just have to be clear about where it's moving to and what the command is.
For example, if the Defender is in a separate room to the Artificer, and the Artificer has enemies nearby and commands "attack my nearest enemy" that would be sufficient for the Defender to go to the same room, see which enemy is nearest and then attack it.
There's quite a lot of wiggle room in terms of how complex a command can be; the Defender understands all languages you can speak, which means it must be able to comprehend to some degree. So commands like "attack the man with the red hat" ought to be reasonable, it can probably fetch objects that you can describe in clear, but simple, details ("round", "green", "glowing" etc.), possibly open doors or even do some basic tool use (push a stick through some bars to reach something), and it should understand a full range of attacks (bite, grapple, shove etc.). As a general rule I'd say anything you can describe as a single action, or two or three simple actions, so rather than "free me" you might say "incapacitate the guard, then get me his keys", that might stretch Intelligence 4 a little but I think it's reasonable to keep things easy (rather than having to issue commands like "bite the guard until he stops moving, then get the jangly metal things on a metal circle").
But definitely discuss with the DM how intelligent you'd like it to be; is it like an actual dog made of metal, or is it a TV wonder dog with a strong grasp of common and what you mean? If you want a bit more inspiration, I quite like this guide by DMDave for comparing levels of intelligence; I don't agree with some of the higher steps, and it could do with more examples but it gives a general idea of what each value might mean and what you're comparing to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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As a point of reference, keep in mind that player characters could have INT as low as 4 with very bad rolls. So while that might be equal to a low IQ human, it’s not necessarily below the range of human intellect you might experience in society. That’s still rather smart for an automaton.
The weird thing about the defender is that it's most independent when you're knocked out - but dies when you die. It seems to be a rather weird relation. I treat my defender as if he's a dog or similar trained pet that always obeys, but will still act when their master is out.
Also a character can have an INT as low as 3, although that is incredibly unlikely.
I had always assumed (and our DM works this way) that the Steel Defender was at least as independent as the companion from the Beastmaster Ranger. Some quotes from that subclass include "The beast obeys your commands as best as it can." and "If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack."
Under the Battle Smith subclass it reads "In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge."
So yes, your Steel Defender can stand by and protect your unconscious self. That last sentence makes it reasonable to me for the Defender to go and fetch help if you get knocked out away from the party. I would set some ground rules with the DM though, as always.
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Is the Steel Defender intelligent enough to be able to operate on its own and not just dodge, if you are not in the battle sequence? Or even in non-combative situations
Examples...
I suppose a better overall question is, what is the extent of a 4 INT creature? I've read around they aren't dumb bricks, but require more direction in general, but can they operate on their own without commands at some point? Regardless if I am there or not.
It's interesting that the Steel Defender rule describes its actions by starting with "In combat" as this suggests none of the restrictions apply outside of combat, and the Steel Defender is as autonomous as any other creature would be.
I guess the simplest answer is "it's up to your DM", but I see no reason it shouldn't be able to respond to straightforward commands.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Steel Defenders are constructs created by their artificer for a purpose. It would make sense for them to have what amounts to basic contingency programming, but it's going to be a DM by DM basis for what the Defender can get away with. Given that they're Steel Defenders, having 'Guard' or 'Sentry' modes makes sense for them - my Defender and Homunculus are basically on permanent nightwatch since neither needs sleep. Beyond that? Talk to the DM, see what they're okay with.
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True, but what really brings up the thought is, when you are knocked out, it has free will to do what it deems fit for the situation. Now, given the 4 INT, doesn't mean it'll become superman and beat the crap out of everything, but it also one simply just sit there either. So, if in combat it follows command from bonus action, but when I am knocked out (out of combat), it has free will, then would simply not being in combat give it free will during combat? Which is my overall train of thought. I assumed DM would be the answer, curious how others may have handled the Steel Defender creature as a whole.
All makes sense. I would counter the more machine approach your words seem to take and state that it comes across to me as more creature like, just steel formed. It may be obedient to a fault, machine like, but it isn't fully machine. That's just me in the end.
Another question....
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
This is under the Steel Defender character sheet. The word "you", implying to the Artificer or to the Steel Defender?
Interesting question, but I'd assume it means the Defender as ultimately the Defender is the one that will actually make the attack, and it needs to be within a melee range of 5 feet before it can do-so; however I'd say it doesn't matter if the Defender can see the target at the start of its turn as it can always move before it actually attacks, you just have to be clear about where it's moving to and what the command is.
For example, if the Defender is in a separate room to the Artificer, and the Artificer has enemies nearby and commands "attack my nearest enemy" that would be sufficient for the Defender to go to the same room, see which enemy is nearest and then attack it.
There's quite a lot of wiggle room in terms of how complex a command can be; the Defender understands all languages you can speak, which means it must be able to comprehend to some degree. So commands like "attack the man with the red hat" ought to be reasonable, it can probably fetch objects that you can describe in clear, but simple, details ("round", "green", "glowing" etc.), possibly open doors or even do some basic tool use (push a stick through some bars to reach something), and it should understand a full range of attacks (bite, grapple, shove etc.). As a general rule I'd say anything you can describe as a single action, or two or three simple actions, so rather than "free me" you might say "incapacitate the guard, then get me his keys", that might stretch Intelligence 4 a little but I think it's reasonable to keep things easy (rather than having to issue commands like "bite the guard until he stops moving, then get the jangly metal things on a metal circle").
But definitely discuss with the DM how intelligent you'd like it to be; is it like an actual dog made of metal, or is it a TV wonder dog with a strong grasp of common and what you mean? If you want a bit more inspiration, I quite like this guide by DMDave for comparing levels of intelligence; I don't agree with some of the higher steps, and it could do with more examples but it gives a general idea of what each value might mean and what you're comparing to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
As a point of reference, keep in mind that player characters could have INT as low as 4 with very bad rolls. So while that might be equal to a low IQ human, it’s not necessarily below the range of human intellect you might experience in society. That’s still rather smart for an automaton.
The weird thing about the defender is that it's most independent when you're knocked out - but dies when you die. It seems to be a rather weird relation. I treat my defender as if he's a dog or similar trained pet that always obeys, but will still act when their master is out.
Also a character can have an INT as low as 3, although that is incredibly unlikely.
I had always assumed (and our DM works this way) that the Steel Defender was at least as independent as the companion from the Beastmaster Ranger. Some quotes from that subclass include "The beast obeys your commands as best as it can." and "If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack."
Under the Battle Smith subclass it reads "In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge."
So yes, your Steel Defender can stand by and protect your unconscious self. That last sentence makes it reasonable to me for the Defender to go and fetch help if you get knocked out away from the party. I would set some ground rules with the DM though, as always.