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*Dungeons & Dragons
Familiars, what for?
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<blockquote data-quote="Cruentus" data-source="post: 8578182" data-attributes="member: 7034645"><p>I'm finally realizing that my avoidance of mounts and carts and such has always been that our DM always did wandering monsters, always made even the cities dangerous, etc. So no one ever bought a house or established a base (it would get broken into, burned down, whatever), or bought mounts or carrying capacity (stolen, killed, whatever out in the wilderness, especially multiple days in a dungeon). </p><p></p><p>I'm running my games in the opposite vein - cities and towns are fairly safe. You can actually sleep at an inn without keeping watch (unless you are Aragorn in Bree), you can buy a house, leave your possessions with family/friends, and reasonably expect to be able to get them back. You can hire hirelings and help to take with you in the wilderness, but they don't really fight, except to defend, and may take casualties which will require you to help them a bit. You could even hire hirelings to fight with you, if you want (I'm now running sandbox games for multiple people, mostly online via email until conflict breaks out or we need a battlemap, so the parties tend to be small).</p><p></p><p>On Familiars, they can be fun, even the Warlock Pact one, but were I to do it over, I'd specialize the Warlock Familiar (the special one) to their Patron, not allow the character to choose "Imp" (just for invisibility, fly, etc., etc.). You might get an Imp, but its not a "spirit in the form of the Imp that just also happens to get all the abilities of and be exactly like the Imp." And you're not necessarily getting an Imp that has invisibility, or fly, and particularly not if you're Patron is an Elemental, for ex. It'll have to be thematic, and the Familiar will have its own, and the Patron's interests at heart, in addition to the character's. I like the Warlock overall, but I would prefer to play it more RP rather than just a EB spam type of deal. Would probably make my play suboptimal, but that's ok by me.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8578182, member: 7034645"] I'm finally realizing that my avoidance of mounts and carts and such has always been that our DM always did wandering monsters, always made even the cities dangerous, etc. So no one ever bought a house or established a base (it would get broken into, burned down, whatever), or bought mounts or carrying capacity (stolen, killed, whatever out in the wilderness, especially multiple days in a dungeon). I'm running my games in the opposite vein - cities and towns are fairly safe. You can actually sleep at an inn without keeping watch (unless you are Aragorn in Bree), you can buy a house, leave your possessions with family/friends, and reasonably expect to be able to get them back. You can hire hirelings and help to take with you in the wilderness, but they don't really fight, except to defend, and may take casualties which will require you to help them a bit. You could even hire hirelings to fight with you, if you want (I'm now running sandbox games for multiple people, mostly online via email until conflict breaks out or we need a battlemap, so the parties tend to be small). On Familiars, they can be fun, even the Warlock Pact one, but were I to do it over, I'd specialize the Warlock Familiar (the special one) to their Patron, not allow the character to choose "Imp" (just for invisibility, fly, etc., etc.). You might get an Imp, but its not a "spirit in the form of the Imp that just also happens to get all the abilities of and be exactly like the Imp." And you're not necessarily getting an Imp that has invisibility, or fly, and particularly not if you're Patron is an Elemental, for ex. It'll have to be thematic, and the Familiar will have its own, and the Patron's interests at heart, in addition to the character's. I like the Warlock overall, but I would prefer to play it more RP rather than just a EB spam type of deal. Would probably make my play suboptimal, but that's ok by me. [/QUOTE]
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