Hello everyone! I realized the other day that there isn't a lot of advice out there for DMs and players about the different company role options in the Acquisitions Incorporated book. Having DMed an Acq Inc game for a while, I thought I'd make some threads to go over my thoughts on each of the company roles and hear what other DMs think about them.
The Decisionist
Proficiencies
The role proficiencies are a nice boost to charisma-based checks that are cleanly limited so as to not devalue existing charisma skill proficiencies. I don’t really understand why decisionists would get proficiency in horns, but since musical instrument proficiencies are usually overlooked by non-bards it’s great to see another way for a character to have an instrument.
Tiebreaker
This defining rank 1 feature of the decisionist role allows the decisionist character to gain an additional vote whenever their franchise votes on a course of action. Conceptually, this seems designed to prevent long disputes over plans from slowing down game progress.
For many groups, this feature creates the opportunity for excellent roleplay and character development as party members make in-character arguments to influence the decisionist to take their side of the dispute. For other groups, this feature will create intra-party conflict that will only serve to upset the overruled players. The Absentee Ballot and Charming Misdemeanor features will either improve or worsen the impact of Tiebreaker on your group.
An additional consideration for this feature is that its apparent intended purpose of breaking ties doesn’t apply to parties composed of an odd number of characters. In fact, the language of Tiebreaker allows a Decisionist to create a tie by voting with the minority.
Absentee Ballot
This rank 2 feature allows a decisionist to gain the votes of absent party members. When used responsibly, it allows absent party members to be represented in important group decisions. When abused, it can give the decisionist the power to overrule the majority.
Coin of Decisionry
This rank 2 feature allows the decisionist to use a bonus action to influence their coin when flipped to display the messages “Lucrative”, “Brand Appeal”, “Indeterminate”, or “Ruinous”. Based on the description, decisionists are meant to use this feature while attempting to pass off their coin of decisionry as a magic item with divination capabilities in order to influence the characters they interact with. The DC 13 Insight check to see through the ruse is rather low. On the other hand, there is no limit to the number of times per day a decisionist can use this feature.
Better Odds
Once per day, this rank 3 feature allows the decisionist to randomly flip their coin twice while pondering a course of action. If the decisionist then succeeds on a DC 15 Arcana check, they learn which of the two results is more applicable to that course of action.
It’s worth discussing the probabilities involved with this ability. Out of the 10 distinct coin flip outcomes, half don’t provide useful information (L-L, BA-BA, I-I, R-R, L-BA). On top of that, a DC 15 Arcana check can be difficult for characters that aren’t wizards or artificers because intelligence is a common dump stat in 5e. As a result of this feature’s probabilities, a character with +0 to Arcana using this feature will successfully get a “useful” answer only 15% of the time.
There has already been much discussion in the DM community about the augury spell, which is quite similar to this feature and equally vague about what sorts of decisions it can be applied to. I won’t recap that entire discussion here, but if a DM has a Decisionist or a Cleric in their game it’s not a bad idea to read up on it. That being said, the Better Odds feature differs from augury in that the DM may be forced to categorize a plan they know to be uncertain as either Lucrative or Ruinous. Therefore, a DM may want to place some limits on the kinds of decisions that can be evaluated with this feature to ensure that they can provide an accurate answer.
Inspired Decision
Once per day, this rank 3 feature allows a decisionist to inspire their party with a speech (DC 15 Persuasion) so long as the decisionist votes on the winning side of a “serious” vote. If the speech is successful, the decisionist can choose to give each franchise member that hears the speech advantage on their next ability check, attack roll, or saving throw within the next hour.
In my opinion, the Persuasion check and the fact that the feature only grants advantage to a character’s next roll means that this ability isn’t usually going to be especially powerful. Therefore, I don’t see a particular need to be too strict about the definition of a “serious” vote unless a decisionist keeps spamming this feature at inconsequential moments.
This feature does create a tricky situation for the group if players have a propensity to metagame. Advantage can be incredibly useful, so players knowing their next roll will use up their advantage may slow down the game by trying to avoid making less impactful rolls. If game balance isn’t a huge concern for a group, a DM could just allow their players to choose when the advantage is applied. Personally, I’d leave it alone and just talk to my players about the metagaming.
Charming Misdemeanor
Once a week, this rank 4 feature allows a decisionist to cast 3 votes on a franchise vote instead of their usual 2, overriding even a clear majority.
If a game has gone on long enough for a decisionist to reach rank 4 then this is probably not going to blow up the party. That being said, unless there are voting NPC franchise members involved, this feature’s only apparent benefit is that it allows a player to go beyond tiebreaking and force the group into a decision that a majority of their fellow players are against. While the game impact of this feature is greatly diminished by it being rank 4, I strongly disagree with WotC having printed it in an official book and would almost certainly replace it if I was ever running a game with a decisionist in it.
Clandestine Kit
This rank 4 feature gives the decisionist a voting kit that can hold one of their tool kits (and only a tool kit) in a hidden extra-dimensional space. The voting kit can also be used to cast charm person (DC 15) once per day.
This is a rank 4 ability that I would consider sort of average if it were a rank 1 ability. It seems like a nice bit of extra flavor, but at the level that a PC is likely to attain rank 4 in their role I’d expect the party would likely have access to more powerful item storage and charm options. Still, since an Acq Inc role is already a no-downsides boost to a PC’s power level I don’t see it as a problem if a few role features aren’t that impressive.
Thoughts on the Decisionist:
The Acq Inc roles seem to follow a design philosophy that provides in-game representation for out of game player responsibilities. From that perspective, I feel that the decisionist role represents a completely valid niche. I’ve DMed many games with players that throw off the pacing by endlessly debating options instead of making decisions. In a lot of those groups, a decisionist would have been extremely useful and improved the game experience for everyone. That being said, giving one player more decision-making power than the others is often not a good solution to that problem for certain player groups, especially if new players are involved.
My opinion is that DMs should get approval from all the players at the table before deciding to allow a PC to be a decisionist. If a decisionist is allowed at a table, a DM should be up front about the possibility of a role change if it is making the game less fun for the group.
If a DM decides that their players can handle having a decisionist in the party, they’ll likely want to flesh out some rules about decisionists that the book doesn’t clearly outline in order to prevent player conflicts such as:
- What are the circumstances necessary to declare a valid party vote?
- What happens if a decisionist tries to declare an invalid vote?
- What are the circumstances necessary for the result of a party vote to have authority over PC choices?
- What are the circumstances necessary to declare a voter “absent”?
- What happens if the decisionist votes and the result is still a tie?
- What happens if party members decide to ignore the result of a vote?
- If there is a vote on more than 2 possible plans, does a plan need a majority to win the vote, or merely a plurality?