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.
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.
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.
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.