From this thread on the Wizards boards:
Querent: OK, I love the idea of item familiars, the first time I read it I was practically giddy because it's such a freakin' cool mechanic. Yet the more I think about it, the more it seems unfair. Consider: an item familiar can give you extra XP at low levels, bonuses to skills (which can actually add up to quite a lot if you're willing to put a fair number of ranks into the item), an extra spell slot, and all the nifty special abilities at no cost except a feat. Also the risk of the item being lost or destroyed, but if your DM makes you lose your item familiar, odds are he's very cruel and you would have suffered anyway. ...snip...
So, anyway, any thoughts? Do you think Item Familiar is overpowered, if so to what degree and what might be done to rectify it?
Ed Stark: I wrote it, and I don't think it's balanced at all for just the reasons you point out.
Item familiars work best in a fairly atypcial D&D game where your items are actually at reasonable risk for getting blown up, stolen, or otherwise separated from you. I don't think item familiars are so unbalanced that they'll seriously corrupt a game that doesn't employ these aspects but the feat that allows you to have an item familiar could certainly become a "no brainer" feat for the party ... which isn't great for a game. Any option that demands it be taken isn't really much of an option.
That, of course, can be said about many of the UA options. They will change your D&D game. I'm glad you like the idea of item familiars and I hope they work out as fun in your game.
PS: One of the ways item familiars grew into being was that in an earlier game I ran, characters were really employing famliliars and animal companions to the max ... and they were getting killed off fairly regularly because of it. One of the non-spellcasters joked that he didn't have the opportunity to put part of his power at risk and I started tinkering.
There are more comments by Ed Stark on the feat in the thread - Merric
Cheers!
Querent: OK, I love the idea of item familiars, the first time I read it I was practically giddy because it's such a freakin' cool mechanic. Yet the more I think about it, the more it seems unfair. Consider: an item familiar can give you extra XP at low levels, bonuses to skills (which can actually add up to quite a lot if you're willing to put a fair number of ranks into the item), an extra spell slot, and all the nifty special abilities at no cost except a feat. Also the risk of the item being lost or destroyed, but if your DM makes you lose your item familiar, odds are he's very cruel and you would have suffered anyway. ...snip...
So, anyway, any thoughts? Do you think Item Familiar is overpowered, if so to what degree and what might be done to rectify it?
Ed Stark: I wrote it, and I don't think it's balanced at all for just the reasons you point out.
Item familiars work best in a fairly atypcial D&D game where your items are actually at reasonable risk for getting blown up, stolen, or otherwise separated from you. I don't think item familiars are so unbalanced that they'll seriously corrupt a game that doesn't employ these aspects but the feat that allows you to have an item familiar could certainly become a "no brainer" feat for the party ... which isn't great for a game. Any option that demands it be taken isn't really much of an option.
That, of course, can be said about many of the UA options. They will change your D&D game. I'm glad you like the idea of item familiars and I hope they work out as fun in your game.
PS: One of the ways item familiars grew into being was that in an earlier game I ran, characters were really employing famliliars and animal companions to the max ... and they were getting killed off fairly regularly because of it. One of the non-spellcasters joked that he didn't have the opportunity to put part of his power at risk and I started tinkering.
There are more comments by Ed Stark on the feat in the thread - Merric
Cheers!
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