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General Tabletop Discussion
*Dungeons & Dragons
Familiars and Spiritual weapon, Turrets and Tentacles, some have HP some do not, why?
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<blockquote data-quote="pming" data-source="post: 8494911" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Metagaming. Some groups don't mind, others do. This would be a "non-thing" in my game; the Giant, unless it is particularly smart or aware of what a familiar was, and could recognize one, would never choose to attack it "because it's giving you advantage". It'd attack it because it chose to for some other reason. But that's a "beside the point". To me, that's like saying "It attacks Fighter A, not Fighter, B, because Fighter A only has 12 hp compared to Fighter B, who has 43".</p><p></p><p></p><p>Again, Metagaming. But hey, whatever works in your group I guess.</p><p></p><p></p><p>Well, in the game you just described, the same way it can distinguish "That is a bat, that is a bat familiar" or "That is a Spiritual Weapon spell, that is a magic-spirit fighting for this puny human".</p><p> </p><p>And yeay... you pretty much answered your own question: If the creature knows what it is, it knows what it is (or at least THINKS it knows what it is).</p><p></p><p></p><p>As for the deeper question... why did the game choose to give SOME spells and things "HP's and an AC", but doesn't give them to other, similar things? That's a question for the ages! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> My simple answer: "Game balance and that's just how the writer wrote it down when creating it". Nothing more, no deeper "secret of game design", nothing past "hhehe... that'd be cool.. to have a magic weapon of your god sort of poof into existence to fight by your side...like your god/dess was right there next to you...yeah...very cleric'ey!"</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8494911, member: 45197"] Hiya! Metagaming. Some groups don't mind, others do. This would be a "non-thing" in my game; the Giant, unless it is particularly smart or aware of what a familiar was, and could recognize one, would never choose to attack it "because it's giving you advantage". It'd attack it because it chose to for some other reason. But that's a "beside the point". To me, that's like saying "It attacks Fighter A, not Fighter, B, because Fighter A only has 12 hp compared to Fighter B, who has 43". Again, Metagaming. But hey, whatever works in your group I guess. Well, in the game you just described, the same way it can distinguish "That is a bat, that is a bat familiar" or "That is a Spiritual Weapon spell, that is a magic-spirit fighting for this puny human". And yeay... you pretty much answered your own question: If the creature knows what it is, it knows what it is (or at least THINKS it knows what it is). As for the deeper question... why did the game choose to give SOME spells and things "HP's and an AC", but doesn't give them to other, similar things? That's a question for the ages! ;) My simple answer: "Game balance and that's just how the writer wrote it down when creating it". Nothing more, no deeper "secret of game design", nothing past "hhehe... that'd be cool.. to have a magic weapon of your god sort of poof into existence to fight by your side...like your god/dess was right there next to you...yeah...very cleric'ey!" ^_^ Paul L. Ming [/QUOTE]
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Familiars and Spiritual weapon, Turrets and Tentacles, some have HP some do not, why?
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