It seems in the majority of games I have DM'ed, one character or another wants a companion animal/pet/familiar that their class does not normally give to them.
What my concern here is that it will give that player an advantage over the others, which will detract from the fun of the game for them. Then they will get jealous and want something for their PC's. I don't want the game balance and size of combats will spiral out of control because of something like granting one pc a companion animal.
Case at hand is a sorceress who snagged a kruthik egg while the party was eradicating a kruthik hive. She wants to raise it as her own, and I told her that if she could master it when it was born, she would be able to have it.
I don't like handing out boons to PC's at little or no cost, but I think it would be cool for this sorceress to have a kruthik as a pet to add a new flavor to the PC. So how can I give her something that will give her a benefit, yet not one so wild as to unbalance her from the other PCs?
One thought I had was that she could give the kruthik commands, and I would control it from there. That way, it could do minor things, while more major things would be out of it's capabilities (most the time.) This would give me delegating powers.
What do you think? How do you handle "extra" pets/companion animals/familiars in your game?
I have no problems with "extra" pets, the rules in fact support buying a guard dog or warhorse and train it for battle.
But the players should know that they come with
costs (e.g. some money for their food, time until they are usable, investing in Handle Animal skill),
limitations (especially if they are non-fantasy animals, the vast majority of which cannot be trained enough to be useful in a dungeon or a battle), and
liabilities (especially if they are fantasy creatures, training them may be hard and may always behave erratically).
Also consider that special creatures (I don't know what a kruthik is, but think e.g. a pseudragon or wyrmling!) have special requirements. No way it should be easy to raise a dragon wyrmling, and guess what's going to happen if the neighbors find out?
The most important things however are IMXP:
(1) the player shouldn't be allowed to play the pet as if it was a second character... it's tempting to do so (the player will like it, the DM will have less work to do) but IMXP it's best if the DM plays the pet as a complete NPC, with the owner player interacting with it through verbal commands (some creatures like Familiar could have a much stronger bond, but in fact they have additional costs like the XP burned if they died)
(2) let the player know that owning a pet does not guarantee a 100% loyalty or reliability: e.g. it will certainly not launch himself in a suicide attack just because it is tactically convenient for the owner
If you make sure to warn the players in advance, then
afterwards nothing prevents you to be pretty generous with regard to pet's usefulness. But
first you'd better put yourself as DM in a defensive position, without promising anything
