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Advice on how to adjust for Pets & Animal Companions
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<blockquote data-quote="airwalkrr" data-source="post: 6110389" data-attributes="member: 12460"><p>1) Druids are excessively powerful in oh-so-many ways, not least of which is their companions.</p><p>2) Pets, companions, and other such creatures don't seem to have ever been originally conceived (i.e. when they first appeared in D&D) as combat power-houses which can carry the same weight as their masters in a fight. However, characters like Drizzt and Guenhwyvar have skewed this perception.</p><p>3) Action economy is often more important than or at least as important as character power level. Companions throw action economy out of whack.</p><p></p><p>I purposely try to limit the power of animal companions and similar pets because of this. One simple way to do it for druids is by limiting them to the choices of the 1st-level druid and requiring they level up the 1st-level options instead of allowing them to select things like dire bears later on. Another way is to not allow feats or spells that enhance a companion. Making it more difficult to acquire new companions after a companion death is another way to limit things. If the death of a companion is as grievous as the loss of a familiar, players are less likely to put them in harm's way.</p><p></p><p>Animal companions do not necessarily increase the power level of a party. But power gamers can make it happen easily. There are a wide variety of options to pump up animal companions to obscene levels of ability. It is best to take a look at the capabilities of the rest of the party. Is everyone in the party capable of summoning or bringing along pets? If so, it isn't so much of an issue. But if only one or two party members are doing so, then you might be best advised to either limit the power of companions or give other party members similar pets to keep the playing field level, if for no other reason than to balance the action economy. If one player is taking essentially three turns while the others are only taking one, then the other players are more likely to lose interest. Perhaps give the fighter a special mount, grant the rogue a thief apprentice, or something along those lines. I would be less worried about adjusting the effective level of the party (you can always make them fight tougher monsters if they are walking all over challenges) and more worried about making sure players without companions aren't being sidelined by the druid with Leadership, an animal companion, and lots of summoned monsters taking up half the real-time combat time.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6110389, member: 12460"] 1) Druids are excessively powerful in oh-so-many ways, not least of which is their companions. 2) Pets, companions, and other such creatures don't seem to have ever been originally conceived (i.e. when they first appeared in D&D) as combat power-houses which can carry the same weight as their masters in a fight. However, characters like Drizzt and Guenhwyvar have skewed this perception. 3) Action economy is often more important than or at least as important as character power level. Companions throw action economy out of whack. I purposely try to limit the power of animal companions and similar pets because of this. One simple way to do it for druids is by limiting them to the choices of the 1st-level druid and requiring they level up the 1st-level options instead of allowing them to select things like dire bears later on. Another way is to not allow feats or spells that enhance a companion. Making it more difficult to acquire new companions after a companion death is another way to limit things. If the death of a companion is as grievous as the loss of a familiar, players are less likely to put them in harm's way. Animal companions do not necessarily increase the power level of a party. But power gamers can make it happen easily. There are a wide variety of options to pump up animal companions to obscene levels of ability. It is best to take a look at the capabilities of the rest of the party. Is everyone in the party capable of summoning or bringing along pets? If so, it isn't so much of an issue. But if only one or two party members are doing so, then you might be best advised to either limit the power of companions or give other party members similar pets to keep the playing field level, if for no other reason than to balance the action economy. If one player is taking essentially three turns while the others are only taking one, then the other players are more likely to lose interest. Perhaps give the fighter a special mount, grant the rogue a thief apprentice, or something along those lines. I would be less worried about adjusting the effective level of the party (you can always make them fight tougher monsters if they are walking all over challenges) and more worried about making sure players without companions aren't being sidelined by the druid with Leadership, an animal companion, and lots of summoned monsters taking up half the real-time combat time. [/QUOTE]
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Advice on how to adjust for Pets & Animal Companions
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