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Mules! -- Huh! -- What are they good for?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 3523135" data-attributes="member: 1165"><p>If it's too big to carry, it's probably not worth it. At least that's the way I picture it. I don't believe I've ever been in an adventure where I was forced to carry something heavy. Also there are Bags of Holding, which are much more useful.</p><p></p><p>Mounts are fragile (low hit points/AC/saves), don't move well in dungeons (for the most part, the rules don't make it difficult for a mule to walk up a set of steep dungeon stairs, and doesn't even require a Handle Animal check, but you picture them having trouble in there) and they take up time in terms of feeding, handling and in combat.</p><p></p><p>Things only get worse if you don't have the right skills and need to hire a team of "mulers" ... more fragile NPCs to make things more complicated and worse, they talk and think, and might not want to enter dangerous areas like horrid deserts or dangerous dungeons. (You can force the mule into a dungeon, but it's not nice to the mule.) Intelligent NPCs might deliberately target mules or "mulers" in hit-and-run attacks just to make things difficult, sort of like a desert spellcaster using Corrupt Water to spoil water supplies and potions. The PCs really shouldn't be carrying more than, well, what they can carry.</p><p></p><p>In fact, if you summon a pack mule, you might only be making things worse. In addition to the usual damage, they can be caught in an area dispel and "killed" that way, causing all your possessions to drop. This can be a problem if you're crossing a bridge across lava, or in the middle of combat, or if you have fragile possessions, etc.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 3523135, member: 1165"] If it's too big to carry, it's probably not worth it. At least that's the way I picture it. I don't believe I've ever been in an adventure where I was forced to carry something heavy. Also there are Bags of Holding, which are much more useful. Mounts are fragile (low hit points/AC/saves), don't move well in dungeons (for the most part, the rules don't make it difficult for a mule to walk up a set of steep dungeon stairs, and doesn't even require a Handle Animal check, but you picture them having trouble in there) and they take up time in terms of feeding, handling and in combat. Things only get worse if you don't have the right skills and need to hire a team of "mulers" ... more fragile NPCs to make things more complicated and worse, they talk and think, and might not want to enter dangerous areas like horrid deserts or dangerous dungeons. (You can force the mule into a dungeon, but it's not nice to the mule.) Intelligent NPCs might deliberately target mules or "mulers" in hit-and-run attacks just to make things difficult, sort of like a desert spellcaster using Corrupt Water to spoil water supplies and potions. The PCs really shouldn't be carrying more than, well, what they can carry. In fact, if you summon a pack mule, you might only be making things worse. In addition to the usual damage, they can be caught in an area dispel and "killed" that way, causing all your possessions to drop. This can be a problem if you're crossing a bridge across lava, or in the middle of combat, or if you have fragile possessions, etc. [/QUOTE]
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