I'd like to give my party the ability to control an unstable godling in combat. Do you have any suggestions on how to make this fun?
I have four party members. I'm thinking that on the godlings turn, each party member will be able to declare a target enemy and an ability to activate. If more than half of the party members declare the same target, then the target is selected, ditto for the attack. If they fail to meet that bar, something random will happen to a random target (including the party).
They'll probably be fighting 7ish clerics and cultists, and the godling will probably have two-ish attacks.
Edit: Any suggestions on how to make the control more fun for the players? I want a strong element of chaos, but more than half of the attacks should be controlled by the party.
Here's the context: My party has gotten involved with an almost-extinct god that has been revived. It's an unstable bundle of power that throws off random miracles. It has manifested a set of curse/boons for each party member. The godling had a portfolio of growth, but it'll probably get rebirth/reincarnation.
DnD doesn't really have rules where you can't coordinate with your other players, and requires a hive mind consensus. My worry is that it will be too far afield from what the players are used to.
If you wanted to keep it more similar to 5e rules, you could give the players a free action to order the godling to do something, but require a DC roll to make the check (whatever makes sense, Arcana, persuasion, wisdom, religion). If the DC is failed, or multiple characters do the order action, then some random combination of target/ability is executed. If no order is given, do some random stuff.
I like the idea of the DC. It feels more likely to produce a desired outcome than relying on consensus. At the same time, I want a bit of chaos, so maybe something like:
The godling has two attacks.
On the godling's turn, each party member can command it. Requires a DC 15 religion check.
Assign the attacks in the order of successes.
I want some chaos, so any tie (with differing targets) results in a random attack.