Themes article up

In general I like the themes and look forward to seeing the rest. That said, with regard to the Animal Master one, if they allow a combat power then a survival mechanis for the poor creature that does not rely on the kindness of the DM is in order.
 

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Except it isn't a 'trap'. A mechanical trap would be something like a feat that adds no flavor at all and is inferior in every way to another feat or actually makes you worse.
Actually this isn't right, trap feats can have flavor but be immensely mechanically inferior to lots of other things (see most of the new feat cruft occupying up the CB from HoS for multiple examples. The flavor is there, the mechanics are simply not). The animal master isn't a trap yet because we don't know what the rest of the other themes are. I think the Animal Master is absolutely terrible, but if the rest of the themes actually are around the same power level (and things like the Order Adept are suitably nerfed) then it won't be as bad. I'll still think it's terrible, but it won't be a lot worse than other themes.

Of course this assumes the other themes are going to be similarly poorly thought out and mechanically awful. Let's hope that isn't the case. I am hoping for around the Alchemist and Apprentice myself.
 
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Full Stop. So there is a real problem with the Animal Master, isnt there? The mechanics are drastically inferior and require a lot of DM intervention to actually keep useful. How is you Wizardess going to feel when dear sweet fluffy gets nuked at breakfast and she cant try to replace her until after they get back from the Dungeon of Doom? The theme is a failure from bad mechanics.

Oh it is not. FAILURE! Anything that doesn't meet your standard of perfection is a failure! When you got a C+ in English did they kick you out of school for being a failure?

There are conceivably situations where it would be fairly unavoidable that a companion would take a point of damage, yes. I think the devs should consider the implications of that, especially at higher levels, and make provisions for it. Still, there are a wide variety of games where the animal simply isn't going to get into that kind of danger unless it is a plot point. As in my example of the wizard who is only interested in having an animal that can tag along with the rogue while scouting (really mainly so the player has something to do in that situation).

Personally I think making them NON minions with say 10hp +2/level would be pretty decent. Fluffy now can survive a hit for at least 15 damage and not croak instantly. Yeah, it is now possible for it to take miss damage, but so what? If it is never being deliberately targeted it isn't going to help for it to be a minion and now some random stupidity doesn't kill it.
 

I think if the animal companion had a passive and active mode like a familiar it would work very well. Then you are deliberately exposing it to danger by choice, not just watching with despair as you miss a bloodfire harpy arriving and the aura 20 auto whacks it for the entire adventure. Given there are some monsters with pretty big auras that feature automatic damage (5+) in the game, it can be awfully hard to avoid it being autosplatted in a variety of situations (not to mention places there isn't a lot of room to hide it). Allowing it to function like a familiar would really help and make any design goal that it wasn't meant to be a target pretty clear.
 

To be fair, at 5th level you can replace (or, through re-fluffing, resurrect) you pet at the end of an extended rest.

Also, the Animal Master encounter power doesn't require that your companion move adjacent to you enemy. As long as you can catch one enemy and your pet in the burst 5, you get combat advantage.

Plus, per the text, the pet is assumed to be out of harm's way unless you direct it to move in.
 


I think if the animal companion had a passive and active mode like a familiar it would work very well. Then you are deliberately exposing it to danger by choice, not just watching with despair as you miss a bloodfire harpy arriving and the aura 20 auto whacks it for the entire adventure. Given there are some monsters with pretty big auras that feature automatic damage (5+) in the game, it can be awfully hard to avoid it being autosplatted in a variety of situations (not to mention places there isn't a lot of room to hide it). Allowing it to function like a familiar would really help and make any design goal that it wasn't meant to be a target pretty clear.

I'm thinking Bloodfire Harpies before level 5 is a no-go. ;)

I guess you could use the familiar rule. It just seems, well, odd.
 

To be fair, at 5th level you can replace (or, through re-fluffing, resurrect) you pet at the end of an extended rest.
That's cold comfort, though, when in many, many adventures, your character doesn't get an extended rest until after they slay the big bad and leave the dungeon. If your animal companion gets ganked in the first round of the first encounter, then congratulations, you're screwed!

Making it work like a familiar with a 'passive mode' would do a lot to fix it. Right now, they're just too fragile. There's bursts/blasts, auras, damaging zones, environmental effects like just being underwater, multi-attacks that require that the monster attacks another creature with its second attack (even though the hawk isn't a threat, why wouldn't they take a swipe at it if there are no better targets?). None of these things (with the exception of 'being underwater') are particularly uncommon. And I would be honestly shocked if somebody's animal companion survived all the way to level 5 without dying at least once to one of these effects... kind, loving DMs that bend the rules in the poor pet's favor notwithstanding.

Despite my criticisms, I'm glad we have themes. I'm hoping that the future installments will be better. But when 2/4 in the debut have serious power problems, it doesn't exactly inspire optimism in me. Alchemist and Wizard's Apprentice are pretty much right on the money, so here's hoping things get better with the next article.
 
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Passive Mode would be easy enough. It just represents the animal hiding in your shirt or backpack so that you can absorb any and all incoming attacks. The theme could go on to explain that your pet benefits from any effect you do when it's passive, so when you can breathe underwater, so can it, etc.

The main thing here is that many players and DMs absolutely must follow every bit of the rules, with no room for DM fiat, whether because they're in a Living game or because that's just how they tick. Make it so THEY can do something without it being a nightmare, and it's that much easier for those with more freedom.

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I will say, despite my criticisms, I certiainly do like the alchemist theme.
 

A simple fix would be an encounter power that just does not require the animal to do anything and to be honest, one that is actually comparable to the other powers...

On the other hand, what monster that is worth its money will devote an attack to kill an animal?
 

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