Getting ready to run a game, I'm looking at the Ranger, and trying to figure out what I'll say when the players ask me about companion trainings. They're obviously pretty important, but the description is minimal. How do you guys play them? This is what they sound like to me:
Hunt: the animal is trained to cooperate with the ranger in finding, chasing and killing animals, everything from ducks to bison. In some circumstances (cougar vs hare, perhaps) the animal can be unleashed to hunt on its own, and will return with prey to share. This training carries through to generally being able to coordinate attacking anything the ranger can point out. The ranger may be able to get the "attack the same target", "track", and "take damage" Command benefits in the right circumstance.
Search: the animal is a skilled tracker, a bloodhound. Here's the missing person's sock, now let's go. Or, somewhere near here is a base of bandits - let's find it. The ranger may be able to get the "track" and "discern realities" Command benefits.
Scout: the animal can be sent out some distance ahead of the party, and will spot and stalk any potential ambushers. The ranger may be able to get the "discern realities" Command benefit.
Guard: the animal can be told to protect any friendly person (or group), and will follow them and attack anything that threatens them. If the animal is guarding the ranger, he can get the "attack" and "take damage" benefits, but if the animal is guarding anyone else, they don't have Command, so they don't get any mechanical benefit, just the advantage that attackers will have to deal with the wolf first.
Fight monsters: the animal is particularly trained to fight the more horrifying and unnatural sort of opponent, and is much less likely to be cowed or to flee before the undead, demons, slime lords, and the like. The ranger may be able to get the "attack" and "take damage" benefits.
Perform: the animal knows entertaining tricks, and may be used to get a good reaction in civilized places (where otherwise a wolf may be completely unwelcome). [Might "tricks" may extend to such things as snatching items from unexpecting hands, or delivering messages or small packages? If so, these things seem like the kind of thing where I'd like to see a roll to determine success, but I'm not sure what move it would be.]
Labor: ???
Travel: The companion is big enough to ride, and will bear the ranger with unusual swiftness, dexterity and/or endurance. The ranger may be able to get the "attack", "track", and "take damage" Command benefits in the right circumstances.
Command also offers a bonus to working with a trained companion and Parleying, but I'm having trouble wrapping my head around the circumstance where this would occur. When can an animal companion help with Parley? I suppose there's "if you don't do what I want my wolf will rip your throat out", but then why is it +Cunning instead of +Ferocity?
Curious what other people think, before I start making house rules.