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General Tabletop Discussion
*TTRPGs General
Familiars... what would you want in a supplement about them?
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<blockquote data-quote="Kichwas" data-source="post: 199624" data-attributes="member: 891"><p>You shouldn't for two reasons:</p><p></p><p>1. The Sorcerer just needs things that are unique to it alone.</p><p></p><p>2. Wizards learn their magic. Sorcerers get it from blood or 'infernal / celestial' deals. Making pacts to improve or customize it is something that should run in their blood.</p><p></p><p>What I'm talking about is making that pact operate in some way through the familiar.</p><p></p><p>Not all sorcerers are just 'Dragon Blood' (in fact none that I've seen in play have used this dull concept).</p><p></p><p>Getting your magic from the same thing that granted you your familiar and thus in some way tying the two together is something that's really up their alley but not so with the Wizard.</p><p></p><p>The Wizard class already has way more than enough toys as it is. There's no reason to give it ones that fit the Sorcerer concept better.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 199624, member: 891"] You shouldn't for two reasons: 1. The Sorcerer just needs things that are unique to it alone. 2. Wizards learn their magic. Sorcerers get it from blood or 'infernal / celestial' deals. Making pacts to improve or customize it is something that should run in their blood. What I'm talking about is making that pact operate in some way through the familiar. Not all sorcerers are just 'Dragon Blood' (in fact none that I've seen in play have used this dull concept). Getting your magic from the same thing that granted you your familiar and thus in some way tying the two together is something that's really up their alley but not so with the Wizard. The Wizard class already has way more than enough toys as it is. There's no reason to give it ones that fit the Sorcerer concept better. [/QUOTE]
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Familiars... what would you want in a supplement about them?
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