D&D 5E Familiars, what for?

Basically, the idea of not having mounts because they are sometimes inconvenient or get killed strikes me as silly. One of my first orders of business when a group I'm in gets some money is purchasing a cart or wagon. Early in the game there is going to be overland travel, and not everyone has tons of carrying capacity.

I'm always on the lookout for a base of operations as well, although many games I've been in are freewheeling treks across vast distances, so that isn't always viable without Teleporation Circle. The way I see it, as long as I'm not strapped for cash, there's no reason not to shell out for things that will make my life easier.

It is obnoxious, to me at least, when I'm out in the middle of nowhere and my horse just died- in this case it doesn't matter how much money I have, I'm now doing without.

Ideally, I'd have hirelings to keep watch wherever we've parked our rides, but most DM's I know don't like trying to keep track of extra NPC's, even if they are primarily non-combat ones.

I'm still not sure I want to bother with a familiar of my own in 5e just yet- I'd much rather have something like what the Chain Warlock gets, but the Warlock's mechanics would drive me nuts. Spam EB all day because who knows when I'll get the ability to cast a spell again? Yeah, no thanks.
I'm finally realizing that my avoidance of mounts and carts and such has always been that our DM always did wandering monsters, always made even the cities dangerous, etc. So no one ever bought a house or established a base (it would get broken into, burned down, whatever), or bought mounts or carrying capacity (stolen, killed, whatever out in the wilderness, especially multiple days in a dungeon).

I'm running my games in the opposite vein - cities and towns are fairly safe. You can actually sleep at an inn without keeping watch (unless you are Aragorn in Bree), you can buy a house, leave your possessions with family/friends, and reasonably expect to be able to get them back. You can hire hirelings and help to take with you in the wilderness, but they don't really fight, except to defend, and may take casualties which will require you to help them a bit. You could even hire hirelings to fight with you, if you want (I'm now running sandbox games for multiple people, mostly online via email until conflict breaks out or we need a battlemap, so the parties tend to be small).

On Familiars, they can be fun, even the Warlock Pact one, but were I to do it over, I'd specialize the Warlock Familiar (the special one) to their Patron, not allow the character to choose "Imp" (just for invisibility, fly, etc., etc.). You might get an Imp, but its not a "spirit in the form of the Imp that just also happens to get all the abilities of and be exactly like the Imp." And you're not necessarily getting an Imp that has invisibility, or fly, and particularly not if you're Patron is an Elemental, for ex. It'll have to be thematic, and the Familiar will have its own, and the Patron's interests at heart, in addition to the character's. I like the Warlock overall, but I would prefer to play it more RP rather than just a EB spam type of deal. Would probably make my play suboptimal, but that's ok by me.
 

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If you'll indulge me, iserith, I'm curious about something. Does your party lack spells like create food and water, or do you remove those spells to make survival more difficult (I know a few DM's who think such spells are "cheap", despite having been in the game forever).
 

Some of my heavy criticism here is due to my experience with my players. Even though I have told them outright (as part of Session Zero) that I find permanent, irrevocable, random death* both boring and wasteful, and will not use it in my game, they are still very, very cautious almost all of the time. They look for ways to maximally reduce risk and increase safety, and may completely ignore danger if they can't manage the risk sufficiently....even when doing so is clearly unwise. So I have to respond to that group style. Doing things that sharply discourage taking risks is simply ineffective for my group; it makes them turtle up, becoming extremely passive and reactive rather than active and proactive. Hence, I recognize that some of the dispute here is purely group context. I favor environments that encourage openness to player ideas even if that means not enforcing every plausible negative consequence, and familiars are just one aspect like that.

But there is a broader sense in which I see the openly hostile approach as reflecting a common trend I see in D&D, tabletop, and even video gaming: perverse incentives. There are a lot of games (be it home D&D campaigns, MMMORPGs, board games, whatever) which undermine their own goals by providing incentives they think are positive but are not. This sort of problem can be really, really difficult to spot, even with people trying to avoid it. As an example, there was a thread here a couple years back IIRC, where a DM had gotten incredibly, unbelievably frustrated that his players were CONSTANTLY going into murderhobo mode in almost every social encounter that wasn't either completely obviously "if you fight you're going to die" or "these are 100% unequivocal allies that have no interest in fighting you." For the longest time, they couldn't figure out why their players kept doing this, until they discovered that the players all thought it was what was expected of them, and said players had, themselves, gotten deeply frustrated and even upset about thinking they HAD to fight all the time...because the DM kept bringing out a map. IOW, the DM thought they were adding realism and immersion, but they were instead accidentally adding an incentive nobody actually liked and that was actually damaging the health of the game, but no one realized these results were not what the group NOR the DM wanted.

I do not give this example to say that it MUST be happening every time groups do things I don't. That's why I opened with what I did. I understand that each group is its own context and does not need to work like mine does. Some groups are...shall we say irrationally exuberant. Others love to push boundaries no matter what. Some, like mine, need encouragement before they will take any risks, while others are more balanced and thus need neither special incentives nor special consequences.

I give this example, rather, to say that it is very easy to THINK things are going well when they are not. That it is necessary to be constantly vigilant for DM errors of judgment of simply of presentation, errors that may go completely unnoticed unless the DM proactively and consistently hunts down feedback. Experimenting is often extremely important, sometimes even necessary. Positive evidence alone cannot guarantee you have the right path.

There's a common math/logic "puzzle" designed to show this: you ask individual volunteers to pick numbers and you tell them if their guess fits the pattern you're thinking of, and they must try to figure out the pattern. Most people start by guessing "one," and you tell them no; they then guess "two" and you say it fits. They then keep guessing even numbers and all the even numbers work, so they assume it must be ONLY even numbers...but the rule is just "a number bigger than 1" or something else not exclusive to even numbers. Most humans never check for disproof of their theories, only looking for the presence of positive evidence, not the absence of negative evidence. In many cases, ignorance about negative evidence blinds us to the true state of affairs because we've never allowed for the possibility.

Hence, it is often very useful to test the opposite of one's theories to see if they hold false when one expects them to hold false. Sometimes such testing is not workable. E.g., I'm not going to make my game lethal to test whether my players would become more willing to take risks, as I already have enough evidence that getting them to take even critically necessary risks can be very difficult. I already know what those results will be from experience: adding lethal dangers, even when my players have precautions against those dangers, makes them pull away. But I endeavor to experiment and expand my methods. I try to keep my eyes and ears open and to test myself against things I would normally avoid. I'm something of a softie DM, so I have intentionally thrown overpowered encounters at my party to see where their power level tapped out. I have tried methods and (sub)systems that are not my preference, but that might be my players' preference. Etc.

As a result...

The question I would have is why you seem to look at this as a punishment for familiars and not just another meaningful choice a player makes in the context of the game. I find it unusual for someone to look at having to make meaningful decisions as "piling on difficulties" or that no consideration is given for the "fun part of it from the players' side." Do you imagine my players aren't having fun with this? Two PCs in the current party have familiars. I imagine if it was so terrible they wouldn't.
You have shown they are willing to tolerate it. That is not, in and of itself, evidence that they like it. I think we agree that in order to like something, one must tolerate it, but one can tolerate something without liking it. It is a necessary condition, but not a sufficient one.

As for the question: Because those consequences do not sound fun or entertaining or enriching to me. They sound like you have started from a position (as implied by your second post) that familiars are bad and should be taken away from players as soon as possible. All consequences arising from the behavior of creatures in the world are the DM's choice and responsibility. These examples read, to me, like fishing for the most negative consequences you can muster, so that any advantages potentially gained from a familiar are at least equalled and often exceeded by the risks. When the risks are substantial and everpresent, the rewards minimal or non-existent, and you make such a major point out of how even a single hour is a dramatic and often untenable cost, particularly coupled with your explicit "kill on sight" attitude, it doesn't sound like you're trying to offer a rich experience where choices matter and resources must be managed. It sounds like you've already decided that the familiar is a bad choice and should be given the bad consequences (or, more simply, punished) accordingly.

Making such a point to emphasize how hostile you will behave toward player familiars and how difficult, perhaps even impossible, it will be to ever restore them communicates a disinterest in the enthusiasm of your players. That is, it sounds like they will take the consequences you offer and enjoy them, or leave. That kind of "my way or the highway" attitude is both a pernicious problem in D&D gaming and an easy trap to fall into for anyone in a position with as much authority as a DM has over their game. I take very, very seriously evidence suggesting the presence of such attitudes, and critique them heavily wherever they even seem to appear.

Or you didn't get the joke.
At no point in this entire thread have you even remotely appeared to be joking. Especially not the post where you said that your policy is to kill familiars on sight if given the opportunity. Nothing in that post, nor in the posts that have come after, suggested even a hint of sarcasm or tongue in cheek. If your intent was to tell a joke, not only has it misfired badly, but you REALLY should have either recognized that tone is incredibly hard to convey over text, or you should have said so much, much earlier. Like, maybe as soon as it seemed people were taking seriously something you meant to be taken humorously.

So, what part of your positions has been a joke thus far? I am honestly asking because I literally have no idea what is supposed to be humor here and what is supposed to be serious.

*Brief note, every single one of the words in the phrase "permanent, irrevocable, random death" is chosen carefully. Permanent death is contrasted with, say, being dead for a time before automatically returning to life. An irrevocable death is one that cannot be reversed by later actions. And random is, as one might guess, something unplanned, the unexpected and usually unwanted result of a die roll or other unpredictable event. Deaths may be permanent and irrevocable but not random, or permanent and random but not irrevocable, or (rarely) irrevocable and random but not permanent (e.g. they WILL come back to life but they cannot hasten said revival.) No PCs have died in my game yet, but if any do, it will either be player choice to stay dead, or used as a tool for driving further adventures with and around that character.
 
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I have owls on my property, I hear them regularly at night and in 20 years I have never seen one soaring above the property in broad daylight.
Point of order: Barred owls are semi-crepuscular, especially during mating season. I have a mated pair on my property and I see them occasionally during the day. We've had ... some issues... The neighborhood kids see them during the day. But, yes, it would otherwise be odd to see an owl during the day.

Owl Attacks Resume!
 
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Time as a resource and the cost or weight of some components exist whether or not the party wants to have 5 familiars. In the context of those things being true, I illustrated some of the risks and trade-offs with attempting to have a party of 5 PCs with familiars that they expect to use to deflect attacks regularly. That is not punishing familiars. It's just how the game works: it will cost you time (for the ritual), money (10 gp per casting), and inventory space (whatever that works out to). Players can make their decisions accordingly. Perhaps they think those things aren't a concern and carry on with their 5 attack deflection familiar strategy. Or perhaps they modify it or don't try it at all because they need the gold for something else. Maybe they only do it sometimes when it would really pay off. That's for the player to decide.

The question I would have is why you seem to look at this as a punishment for familiars and not just another meaningful choice a player makes in the context of the game. I find it unusual for someone to look at having to make meaningful decisions as "piling on difficulties" or that no consideration is given for the "fun part of it from the players' side." Do you imagine my players aren't having fun with this? Two PCs in the current party have familiars. I imagine if it was so terrible they wouldn't.

As for the mule, that would certainly be another thing for the PCs to need to protect. Same deal if they have a hireling or a henchman or some other valuable thing. It's a dangerous world of swords and sorcery, after all. The players in my current campaign use mules regularly. Sometimes they die. (As do the camels in the game I play in.) We're increasing our inventory space at the risk of losing money when the pack animal dies. We do what we can to mitigate that by positioning them well, buying them barding, and hiding them when we're not nearby. There's nothing punishing about that. It's just part of the game.
Are we playing the same game? Characters have "we don't need a moving truck" like capacities & gold has almost no meaningful value
 
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If you'll indulge me, iserith, I'm curious about something. Does your party lack spells like create food and water, or do you remove those spells to make survival more difficult (I know a few DM's who think such spells are "cheap", despite having been in the game forever).
What options are available depend on the game I'm running. If I'm running a game where wilderness survival features heavily, it's likely that spells that create food or water are not available, don't work quite as written, or there's some kind of additional cost to them. Just like when I'm running a game where variant encumbrance is a thing, the PCs will never find a bag of holding or the like. No given game I run is going to be exactly the same as a previous or future game.
 

You have shown they are willing to tolerate it. That is not, in and of itself, evidence that they like it. I think we agree that in order to like something, one must tolerate it, but one can tolerate something without liking it. It is a necessary condition, but not a sufficient one.

As for the question: Because those consequences do not sound fun or entertaining or enriching to me. They sound like you have started from a position (as implied by your second post) that familiars are bad and should be taken away from players as soon as possible. All consequences arising from the behavior of creatures in the world are the DM's choice and responsibility. These examples read, to me, like fishing for the most negative consequences you can muster, so that any advantages potentially gained from a familiar are at least equalled and often exceeded by the risks. When the risks are substantial and everpresent, the rewards minimal or non-existent, and you make such a major point out of how even a single hour is a dramatic and often untenable cost, particularly coupled with your explicit "kill on sight" attitude, it doesn't sound like you're trying to offer a rich experience where choices matter and resources must be managed. It sounds like you've already decided that the familiar is a bad choice and should be given the bad consequences (or, more simply, punished) accordingly.

Making such a point to emphasize how hostile you will behave toward player familiars and how difficult, perhaps even impossible, it will be to ever restore them communicates a disinterest in the enthusiasm of your players. That is, it sounds like they will take the consequences you offer and enjoy them, or leave. That kind of "my way or the highway" attitude is both a pernicious problem in D&D gaming and an easy trap to fall into for anyone in a position with as much authority as a DM has over their game. I take very, very seriously evidence suggesting the presence of such attitudes, and critique them heavily wherever they even seem to appear.
I can say with confidence that my players enjoy the content I present and the resulting game play.

I'm not personally hostile toward familiars. I don't feel one way or another about them except that I would prefer if owl wasn't the obvious best choice in most cases. They're a resource and I put them at risk when I can. That's it. That is not a punishment. That's playing the game. That this seems to bother you or make you draw erroneous conclusions about my games or my players feelings' toward my game based on your own experiences strikes me as odd.

At no point in this entire thread have you even remotely appeared to be joking. Especially not the post where you said that your policy is to kill familiars on sight if given the opportunity. Nothing in that post, nor in the posts that have come after, suggested even a hint of sarcasm or tongue in cheek. If your intent was to tell a joke, not only has it misfired badly, but you REALLY should have either recognized that tone is incredibly hard to convey over text, or you should have said so much, much earlier. Like, maybe as soon as it seemed people were taking seriously something you meant to be taken humorously.

So, what part of your positions has been a joke thus far? I am honestly asking because I literally have no idea what is supposed to be humor here and what is supposed to be serious.

*Brief note, every single one of the words in the phrase "permanent, irrevocable, random death" is chosen carefully. Permanent death is contrasted with, say, being dead for a time before automatically returning to life. An irrevocable death is one that cannot be reversed by later actions. And random is, as one might guess, something unplanned, the unexpected and usually unwanted result of a die roll or other unpredictable event. Deaths may be permanent and irrevocable but not random, or permanent and random but not irrevocable, or (rarely) irrevocable and random but not permanent (e.g. they WILL come back to life but they cannot hasten said revival.) No PCs have died in my game yet, but if any do, it will either be player choice to stay dead, or used as a tool for driving further adventures with and around that character.
The joke being referenced was about how cats are murderers. But please do go on with your rant.
 

Are we playing the same game? Characters have "we don't need a moving truck" like capacities & gold has almost no meaningful value
Variant encumbrance sees to it the characters have to make meaningful choices with regard to their inventory. For games where what you carry into and what you carry out of the adventuring location is meant to be emphasized, that's a good option to use in my experience.

Gold has whatever value the DM gives it in the context of the campaign setting. It always has value in my games be it for buying magic items in Eberron, paying trainers to level up in my hexcrawl, or whatever else incentivizes the players to get after it.
 


Variant encumbrance sees to it the characters have to make meaningful choices with regard to their inventory. For games where what you carry into and what you carry out of the adventuring location is meant to be emphasized, that's a good option to use in my experience.

Gold has whatever value the DM gives it in the context of the campaign setting. It always has value in my games be it for buying magic items in Eberron, paying trainers to level up in my hexcrawl, or whatever else incentivizes the players to get after it.
The trouble with gold though is that there are no real sinks & with "magic items are optional"+bounded accuracy it's very difficult to fit any sort of churn that might consume it. Variant encumbrance/default encumbrance is backwards though because players are going to expect benefits from that nerf & the GM doesn't have any room to give mechanically elsewhere. It's easy for a gm to say "no I think it's silly/broken/whatever" when players ask for a powerful option but selling a big nerf is a much higher bar & the GM shouldn't be expected to enact a bunch of nerfs out of the gate to claw things back into being meaningful.
 

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