Talk:Pawns/@comment-94.140.84.108-20130531130753

as far as commands being the reason for changing inclinations. not really true, i never invoke any other than Come when i want to prevent some action they would otherwise do. well, they might speed up the process though

you can control pawns without those more or less. Go! will just invoke pawns to attack or loot chest, but same will your positioning, except you can control what with later. once you learn to control positioning you never even think about executing command.

and even when you don't execute commands pawns inclination will still change. if you require lot of healing, saving and so on pawn will switch to guardian. if you always take front pawn will be changing towards challenger.

only really useful is Help and even that is limited to few cases. if someone made better support pawn for example and put Medicant to play less significant role than offensive. that pawn will not be caught in loop "hey, you lost 1hp... let me heal you". nothing worse than go with 2 pawns like that against wraiths or living armors till you learn the tricks. i had 2 pawns like that with me when i 1st met 2 living armors in catacombs since i was using my friends pawn to earn him some RC. that was terrible, me and my ranger couldn't damage on 2nd part, but both mages were just stuck to unnecessary healing.

putting medicant as front role is bad not only coz healing 1hp is more important than dealing damage. it's also bad coz pawn often gets stuck in loop. let's say pawn died on prisoner gorecyclops and you revive him. pawn sees you or any other pawn missing 1hp and simply starts casting Anodyne while standing right in the middle of shitstorm and the only way to revive pawn like that is revive, grab and throw.

now, here is a trick of 2 Help! commands. left one invokes Anodyne, right one invokes Spellscreen in most cases. so, even if you make full medicant pawn, you can get healed or boosted whenever you want without sacrificing pawns offensive capabilities.