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Why the Druid Metal Restriction is Poorly Implemented
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<blockquote data-quote="Ohmyn" data-source="post: 7626992" data-attributes="member: 6999115"><p>Sure, and not having that time available to them is why he couldn't do it, and the fact that he didn't talk to you prior is indeed a problem, especially when they didn't fully understand the RAW mechanics of what they were doing.</p><p></p><p>However, even if allowed, it's no more imbalanced than a Druid being able to do that twice per short rest at level 2 at no charge and with no tax on skills or tool proficiencies, or the level 3 Beast Master Ranger, who although it takes 8 hours to bond with a beast, it also has no costs, and I can't imagine the party is venturing into different regions so fast that the wildlife is changing more than every 8 hours. It's very likely that the same species of squirrel will be found within an 8 hour radius. Then there's the champion of them all at this tactic in the Pact of the Chain Warlock at level 3. They have a permanently invisible familiar if they pick Imp or Sprite, who is immune to even certain DM shenanigans, such as if they want to put a cat into a dungeon that automatically finds and attacks small critters. Even this is bypassed because they're fully invisible, and even if there's an animal that can find them by scent or sound, they actually possess the ability to both fly and attack. This can be full Warlock, or a 3 level dip to get a fully powered Eldritch Blast and a powerful familiar.</p><p></p><p>There's tons of other things that can be done with familiars, especially since it's a 1st level Wizard spell, so anyone can grab it with Magic Initiate at level 4, or level 1 if Variant Human. What that player was doing was just a case of trying to integrate that spell as a focus on the character class that actually gets it by default, as opposed to tacking it onto classes that can use it better than the Wizard, either via a feat or a one level dip.</p><p></p><p><strong>EDIT:</strong> Oh, and on the note of switching the familiar every short rest, as I mentioned for Beast Masters, I doubt they're consistently moving far enough between each short rest that it necessitates that at all. That seems more like flavor than anything, and likely has minor impact on the balance of the spell itself, and still keeps it significantly weaker than what a level 3 Chain Warlock can do with their familiars.</p></blockquote><p></p>
[QUOTE="Ohmyn, post: 7626992, member: 6999115"] Sure, and not having that time available to them is why he couldn't do it, and the fact that he didn't talk to you prior is indeed a problem, especially when they didn't fully understand the RAW mechanics of what they were doing. However, even if allowed, it's no more imbalanced than a Druid being able to do that twice per short rest at level 2 at no charge and with no tax on skills or tool proficiencies, or the level 3 Beast Master Ranger, who although it takes 8 hours to bond with a beast, it also has no costs, and I can't imagine the party is venturing into different regions so fast that the wildlife is changing more than every 8 hours. It's very likely that the same species of squirrel will be found within an 8 hour radius. Then there's the champion of them all at this tactic in the Pact of the Chain Warlock at level 3. They have a permanently invisible familiar if they pick Imp or Sprite, who is immune to even certain DM shenanigans, such as if they want to put a cat into a dungeon that automatically finds and attacks small critters. Even this is bypassed because they're fully invisible, and even if there's an animal that can find them by scent or sound, they actually possess the ability to both fly and attack. This can be full Warlock, or a 3 level dip to get a fully powered Eldritch Blast and a powerful familiar. There's tons of other things that can be done with familiars, especially since it's a 1st level Wizard spell, so anyone can grab it with Magic Initiate at level 4, or level 1 if Variant Human. What that player was doing was just a case of trying to integrate that spell as a focus on the character class that actually gets it by default, as opposed to tacking it onto classes that can use it better than the Wizard, either via a feat or a one level dip. [B]EDIT:[/B] Oh, and on the note of switching the familiar every short rest, as I mentioned for Beast Masters, I doubt they're consistently moving far enough between each short rest that it necessitates that at all. That seems more like flavor than anything, and likely has minor impact on the balance of the spell itself, and still keeps it significantly weaker than what a level 3 Chain Warlock can do with their familiars. [/QUOTE]
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