<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: One Dozen Ways to Make Familiars More Memorable	</title>
	<atom:link href="https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/</link>
	<description>D&#38;D / Role Playing</description>
	<lastBuildDate>Fri, 18 Aug 2017 18:44:00 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: Jesse		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3586</link>

		<dc:creator><![CDATA[Jesse]]></dc:creator>
		<pubDate>Fri, 18 Aug 2017 18:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3586</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3581&quot;&gt;Sporelord0179&lt;/a&gt;.

One of the common things I do in my articles is to challenge the &quot;status quo&quot; of the game&#039;s rules, to turn the tropes that they represent on their head, to experiment with doing things differently, and,by doing so, improve the game. 

And in terms of mechanics... that&#039;s a side thing. Most of the time I don&#039;t discuss the &quot;nitty gritty&quot; of them because at day&#039;s end it doesn&#039;t matter. People aren&#039;t playing RPGs because of mechanical aspects, though it can be a part of why they play (or don&#039;t play) a particular system. It&#039;s story and character and world and a sense of adventure. Try one thing mechanically; if it doesn&#039;t work, try something else, until you get the balance, &quot;feel&quot; you&#039;re looking for.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3581">Sporelord0179</a>.</p>
<p>One of the common things I do in my articles is to challenge the &#8220;status quo&#8221; of the game&#8217;s rules, to turn the tropes that they represent on their head, to experiment with doing things differently, and,by doing so, improve the game. </p>
<p>And in terms of mechanics&#8230; that&#8217;s a side thing. Most of the time I don&#8217;t discuss the &#8220;nitty gritty&#8221; of them because at day&#8217;s end it doesn&#8217;t matter. People aren&#8217;t playing RPGs because of mechanical aspects, though it can be a part of why they play (or don&#8217;t play) a particular system. It&#8217;s story and character and world and a sense of adventure. Try one thing mechanically; if it doesn&#8217;t work, try something else, until you get the balance, &#8220;feel&#8221; you&#8217;re looking for.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Sporelord0179		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3581</link>

		<dc:creator><![CDATA[Sporelord0179]]></dc:creator>
		<pubDate>Fri, 18 Aug 2017 15:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3581</guid>

					<description><![CDATA[The big issue I have with the familiars in 5E is that they&#039;re all tied to a Find spell. Even pact of the chain only gets an upgrade to the find familiar spell. This means that if I want to dismiss my familiar or they die, I have to spend a spell slot to bring them back. 

This is annoying for two reasons. Firstly, it&#039;s turned my familiar into a resource that needs to be managed, especially at low levels. I don&#039;t want to summon my familiar because that&#039;s a use of magic missle or burning hands gone. It also means that summoning my familiar could land me in a situation where I can&#039;t cast the one needed spell. I know it&#039;s only a 1st level spell but that slot is important right up until about sixth level.
It also means I can&#039;t summon or dismiss my familiar when it&#039;s reasonable. I *have* to have it with me while I&#039;m around. If I want my familiar in case the realpolitik goes south and I have to fend off the guards/assassins I need this spiny, evil looking quasit sitting around.

Most fluff can easily be redone - for example locking people into one specific familiar - but to properly do the mechanics I&#039;d need to create an entire system.

I personally believe that the familiar should be a class feature for druids/wizards/warlocks and you can get a weaker version of one as a feat if you&#039;re playing another class and still want it.]]></description>
			<content:encoded><![CDATA[<p>The big issue I have with the familiars in 5E is that they&#8217;re all tied to a Find spell. Even pact of the chain only gets an upgrade to the find familiar spell. This means that if I want to dismiss my familiar or they die, I have to spend a spell slot to bring them back. </p>
<p>This is annoying for two reasons. Firstly, it&#8217;s turned my familiar into a resource that needs to be managed, especially at low levels. I don&#8217;t want to summon my familiar because that&#8217;s a use of magic missle or burning hands gone. It also means that summoning my familiar could land me in a situation where I can&#8217;t cast the one needed spell. I know it&#8217;s only a 1st level spell but that slot is important right up until about sixth level.<br />
It also means I can&#8217;t summon or dismiss my familiar when it&#8217;s reasonable. I *have* to have it with me while I&#8217;m around. If I want my familiar in case the realpolitik goes south and I have to fend off the guards/assassins I need this spiny, evil looking quasit sitting around.</p>
<p>Most fluff can easily be redone &#8211; for example locking people into one specific familiar &#8211; but to properly do the mechanics I&#8217;d need to create an entire system.</p>
<p>I personally believe that the familiar should be a class feature for druids/wizards/warlocks and you can get a weaker version of one as a feat if you&#8217;re playing another class and still want it.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesse		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3575</link>

		<dc:creator><![CDATA[Jesse]]></dc:creator>
		<pubDate>Fri, 18 Aug 2017 02:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3575</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3573&quot;&gt;Marandahir&lt;/a&gt;.

I will have to mull that over to see whether or not I can actually come up with a full article on that topic on this site, but I may discuss that on my own personal blog.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3573">Marandahir</a>.</p>
<p>I will have to mull that over to see whether or not I can actually come up with a full article on that topic on this site, but I may discuss that on my own personal blog.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Marandahir		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3573</link>

		<dc:creator><![CDATA[Marandahir]]></dc:creator>
		<pubDate>Fri, 18 Aug 2017 00:51:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3573</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3550&quot;&gt;Dave(s) 4 Goombella&lt;/a&gt;.

I think the idea where the character with all the combat powers is the familiar while the PC who does the adventuring and social interactions is worth exploring more.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3550">Dave(s) 4 Goombella</a>.</p>
<p>I think the idea where the character with all the combat powers is the familiar while the PC who does the adventuring and social interactions is worth exploring more.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesse		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3551</link>

		<dc:creator><![CDATA[Jesse]]></dc:creator>
		<pubDate>Tue, 15 Aug 2017 13:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3551</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3550&quot;&gt;Dave(s) 4 Goombella&lt;/a&gt;.

Thanks for the comment and encouragement. I may be doing more articles like this in the future. Stay tuned!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3550">Dave(s) 4 Goombella</a>.</p>
<p>Thanks for the comment and encouragement. I may be doing more articles like this in the future. Stay tuned!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Dave(s) 4 Goombella		</title>
		<link>https://www.tribality.com/2017/08/14/one-dozen-ways-to-make-familiars-more-memorable/#comment-3550</link>

		<dc:creator><![CDATA[Dave(s) 4 Goombella]]></dc:creator>
		<pubDate>Mon, 14 Aug 2017 15:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=21020#comment-3550</guid>

					<description><![CDATA[It&#039;s interesting how, in fiction, familiars and companion creatures are often more powerful than the people that command them: Daenarys&#039; dragons, Digimon, etc. But pen-and-paper RPG designers seem loathe to do that. In D&#038;D 5e, for example, the &quot;pet classes&quot; (i.e. Wizard/Warlock with Find Familiar, Paladin with Find Steed, and Beastmaster Rangers) give the bulk of their power to the humanoid character rather than the pet. 

As a consequence, familiars and companion animals tend to be very fragile. Playing a Beastmaster Ranger, my companion animal was frequently dying due to massive damage. That made it hard to form an attachment to the animal as a character. (Wizard familiars and Paladin steeds are spirits rather than beasts, so their personality can endure a &quot;death&quot; and resummoning. I think one of the Unearthed Arcana variant Rangers also had a &quot;spirit&quot; animal companion, rather than a flesh-and-blood animal companion.) 

Overall, I really like these ideas. Whether you&#039;re using a system where familiar animals are strong or weak, it helps turn a familiar from a tool into a character.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s interesting how, in fiction, familiars and companion creatures are often more powerful than the people that command them: Daenarys&#8217; dragons, Digimon, etc. But pen-and-paper RPG designers seem loathe to do that. In D&amp;D 5e, for example, the &#8220;pet classes&#8221; (i.e. Wizard/Warlock with Find Familiar, Paladin with Find Steed, and Beastmaster Rangers) give the bulk of their power to the humanoid character rather than the pet. </p>
<p>As a consequence, familiars and companion animals tend to be very fragile. Playing a Beastmaster Ranger, my companion animal was frequently dying due to massive damage. That made it hard to form an attachment to the animal as a character. (Wizard familiars and Paladin steeds are spirits rather than beasts, so their personality can endure a &#8220;death&#8221; and resummoning. I think one of the Unearthed Arcana variant Rangers also had a &#8220;spirit&#8221; animal companion, rather than a flesh-and-blood animal companion.) </p>
<p>Overall, I really like these ideas. Whether you&#8217;re using a system where familiar animals are strong or weak, it helps turn a familiar from a tool into a character.</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
