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*Dungeons & Dragons
"Bear Stride"?
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<blockquote data-quote="Fimbria" data-source="post: 6870846" data-attributes="member: 6805148"><p>Mostly the implications are that it's a safe explanation of how the spell works. You can summon bears even if you are adventuring in a bear-free region. You will never accidentally summon the king's dancing bear during a performance. You can send a thousand bears to their deaths without a twinge of guilt, and surviving summons will not finish their time of service by staring around confused and wandering into the bandit camp in search of honey. In general, this explanation means there are no unintended consequences for a player's actions. (I suppose if you are adventuring in Faewild, all bets are off.) It also means the GM can make the bears do anything, because magic.</p><p></p><p>Your player's spell hasn't changed - it's still essentially a short range teleport with restraints. There already several teleport spells like that, so you won't break anything that wasn't already broken. At this point probably the easiest way to handle it is to give the player the amulet and let him demonstrate in play how it works. That ought to clear up any remaining confusion.</p></blockquote><p></p>
[QUOTE="Fimbria, post: 6870846, member: 6805148"] Mostly the implications are that it's a safe explanation of how the spell works. You can summon bears even if you are adventuring in a bear-free region. You will never accidentally summon the king's dancing bear during a performance. You can send a thousand bears to their deaths without a twinge of guilt, and surviving summons will not finish their time of service by staring around confused and wandering into the bandit camp in search of honey. In general, this explanation means there are no unintended consequences for a player's actions. (I suppose if you are adventuring in Faewild, all bets are off.) It also means the GM can make the bears do anything, because magic. Your player's spell hasn't changed - it's still essentially a short range teleport with restraints. There already several teleport spells like that, so you won't break anything that wasn't already broken. At this point probably the easiest way to handle it is to give the player the amulet and let him demonstrate in play how it works. That ought to clear up any remaining confusion. [/QUOTE]
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