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Druids - wildshape and controlling an animal companion
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<blockquote data-quote="Pielorinho" data-source="post: 1299741" data-attributes="member: 259"><p>I agree it should be allowed, for the reasons stated above, plus one more reason:</p><p> </p><p>It's fun and not overpowering.</p><p> </p><p>My absolute least favorite parts of the game are the logistics moments -- "Let's see, we've got seven people we're trying to get to location X. Is your animal companion considered part of your equipment? What about your familiar? With teleport I can get five people, and a familiar but not an animal companion. Paladin, can you dismiss your warhorse until we get there? Wizard, what happens if your toad gets in the bag of holding -- does it count against the teleport limit? Druid, you can get there by yourself with transport via plants, right? Blah blah blah!"</p><p> </p><p>Unless you're playing <em>Mass Transit: the Game</em>, this shouldn't be where your play time is focused. It's not exciting, it's not interesting, it's not fun.</p><p> </p><p>It seems to me that getting the characters through that watery tunnel was going to happen one way or another. You can either take the first semi-reasonable idea that comes along (badger in druid's mouth), or you can reject it and let the players bicker for another half hour until someone realizes that you can cast sleep on the badger, place it in an airtight bag with a bubble of air, weight the bag down with stones, and transport it that way.</p><p> </p><p>If you wait until the perfect solution comes along, all you've done is fritter away game time that could otherwise be spent smiting ogres or debating cultists or chatting up city guards or unravelling mysteries.</p><p> </p><p>I tend to be very generous on rules interpretations for boring stuff, and stricter on rules interpretations for exciting stuff. Getting through a watery passage is probably boring stuff.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1299741, member: 259"] I agree it should be allowed, for the reasons stated above, plus one more reason: It's fun and not overpowering. My absolute least favorite parts of the game are the logistics moments -- "Let's see, we've got seven people we're trying to get to location X. Is your animal companion considered part of your equipment? What about your familiar? With teleport I can get five people, and a familiar but not an animal companion. Paladin, can you dismiss your warhorse until we get there? Wizard, what happens if your toad gets in the bag of holding -- does it count against the teleport limit? Druid, you can get there by yourself with transport via plants, right? Blah blah blah!" Unless you're playing [i]Mass Transit: the Game[/i], this shouldn't be where your play time is focused. It's not exciting, it's not interesting, it's not fun. It seems to me that getting the characters through that watery tunnel was going to happen one way or another. You can either take the first semi-reasonable idea that comes along (badger in druid's mouth), or you can reject it and let the players bicker for another half hour until someone realizes that you can cast sleep on the badger, place it in an airtight bag with a bubble of air, weight the bag down with stones, and transport it that way. If you wait until the perfect solution comes along, all you've done is fritter away game time that could otherwise be spent smiting ogres or debating cultists or chatting up city guards or unravelling mysteries. I tend to be very generous on rules interpretations for boring stuff, and stricter on rules interpretations for exciting stuff. Getting through a watery passage is probably boring stuff. Daniel [/QUOTE]
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