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Simulacrum - How strict do you treat the "Can't Learn" clause?
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<blockquote data-quote="jgsugden" data-source="post: 7609475" data-attributes="member: 2629"><p>In my games, the simulacrum is:</p><p></p><p>* Unable to gain any benefits (other than avoiding exhaustion) from a rest.</p><p>* Is run by the DM, although it follows all the rules in the PHB for the spell. </p><p>* Has no specific survival instincts - if an order would send it nto peril, it will go into peril, but if smart/wise it wll elect to take paths that are not dangerous over ones that are dangerous.</p><p>* Does not form new long term memories. After a few minutes, it will have forgotten new information it has been provided. Thus, for the most part, it needs constant direction to address any new developments since it was created.</p><p></p><p>That last bullt is mostly handwaived away outside of stealth/combat situations as new guidance can be provided and assumed to take place. However, if the PCs are separated from the simulacrum in a they dungeon they discovered after it was created, they may find that it tried to return home.</p><p></p><p>One work around that PCs use is to have a spellcasting simulacrum create a familiar who then guides the simulacrum.</p><p></p><p>In one powerful city I placed a powerful pact of the tome warlock who had a business of selling his likeness for simulacrum spells. For a fee you could copy him and his abilities that are tailored for unlimited use - and he also had a supplier lined up that would sell you magic items and ritual spells. There were about 20 of him running around the city serving about half of the powerful mages of the area.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7609475, member: 2629"] In my games, the simulacrum is: * Unable to gain any benefits (other than avoiding exhaustion) from a rest. * Is run by the DM, although it follows all the rules in the PHB for the spell. * Has no specific survival instincts - if an order would send it nto peril, it will go into peril, but if smart/wise it wll elect to take paths that are not dangerous over ones that are dangerous. * Does not form new long term memories. After a few minutes, it will have forgotten new information it has been provided. Thus, for the most part, it needs constant direction to address any new developments since it was created. That last bullt is mostly handwaived away outside of stealth/combat situations as new guidance can be provided and assumed to take place. However, if the PCs are separated from the simulacrum in a they dungeon they discovered after it was created, they may find that it tried to return home. One work around that PCs use is to have a spellcasting simulacrum create a familiar who then guides the simulacrum. In one powerful city I placed a powerful pact of the tome warlock who had a business of selling his likeness for simulacrum spells. For a fee you could copy him and his abilities that are tailored for unlimited use - and he also had a supplier lined up that would sell you magic items and ritual spells. There were about 20 of him running around the city serving about half of the powerful mages of the area. [/QUOTE]
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Simulacrum - How strict do you treat the "Can't Learn" clause?
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