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General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6869862" data-attributes="member: 5834"><p>I use my familiar as I wish. I would never play with a DM that tried to impose limitations on a spell that is already nearly useless.</p><p></p><p></p><p></p><p>D&D is a game. Even if you wanted to discuss non-gamist thinking, it would be very apparent a familiar that couldn't survive adventuring is nearly useless and would not be an often used spell by casters.</p><p></p><p></p><p></p><p>None of which I would care about. It's a disposable asset that is effectively immortal. It cannot die. Better it feel pain than I feel pain since I am not immortal. A familiar that didn't understand this would be nearly useless.</p><p></p><p></p><p></p><p>I like spells to work as they are built to work. The 5E <em>find familiar</em> spell is meant to summon a weak, disposable familiar that can't die, but also isn't very strong, for use by the caster. Now if I were a warlock with a special familiar, then I'd play along.</p><p></p><p></p><p></p><p>Not my cup of tea. Make the <em>find familiar</em> spell more useful or don't expect a player to play it as other than it is: a disposable summon like <em>conjure animals</em> or <em> conjure elemental</em>. The 5E version of <em>find familiar</em> creates a familiar that dies if it gets looked at wrong. The way you want to play it, I'd having the spirit king bothering me because the dog killed my familiar when it was wandering around my domicile. I would not spend my time protecting some marshmallow, useless familiar. They die to opportunity attacks from kobolds or flumphs. </p><p></p><p>If you really want familiars not to be disposable, then how about you spend the time creating a spell that makes them more useful long-term with better survivability rather than penalize the player for using them as the spell encourages.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6869862, member: 5834"] I use my familiar as I wish. I would never play with a DM that tried to impose limitations on a spell that is already nearly useless. D&D is a game. Even if you wanted to discuss non-gamist thinking, it would be very apparent a familiar that couldn't survive adventuring is nearly useless and would not be an often used spell by casters. None of which I would care about. It's a disposable asset that is effectively immortal. It cannot die. Better it feel pain than I feel pain since I am not immortal. A familiar that didn't understand this would be nearly useless. I like spells to work as they are built to work. The 5E [I]find familiar[/I] spell is meant to summon a weak, disposable familiar that can't die, but also isn't very strong, for use by the caster. Now if I were a warlock with a special familiar, then I'd play along. Not my cup of tea. Make the [I]find familiar[/I] spell more useful or don't expect a player to play it as other than it is: a disposable summon like [I]conjure animals[/I] or [I] conjure elemental[/I]. The 5E version of [I]find familiar[/I] creates a familiar that dies if it gets looked at wrong. The way you want to play it, I'd having the spirit king bothering me because the dog killed my familiar when it was wandering around my domicile. I would not spend my time protecting some marshmallow, useless familiar. They die to opportunity attacks from kobolds or flumphs. If you really want familiars not to be disposable, then how about you spend the time creating a spell that makes them more useful long-term with better survivability rather than penalize the player for using them as the spell encourages. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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