Flying and extraordinary mounts (and pets)

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Dalvyn
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Flying and extraordinary mounts (and pets)

Post by Dalvyn » Sat Mar 03, 2007 9:14 am

I would like to change/add some things about pets and mounts, with the following goals in mind.
  • My first goal would be to add more interaction between a PC and his/her mounts and pets. Currently, most mounts/pets are considered as tools to travel more quickly, or as tanks that assist in battle, or as huge containers where to stock things. I would like to go beyond that and maybe add a need to maybe feed or care for the mounts/pets. Obviously, mounts/pets that are stabled wouldn't need to be fed/cared for: this would be part of the stabling system.
  • My second goal would be to bring in some balance between the various options. Currently, having a flying mount is ALWAYS a better option than having a horse or another "walking" mount. ICly, there would be a large difference in how much care is needed. For example, a griffon might be nice because it flies, but you would have to find a horse-worth of meat each day to feed it! Same with a giant eagle... and worse with a wyvern. Other requirements would be needed for extraordinary pets/mounts like umber hulks. And, obviously, mercenaries would also need to be sustained in some way, or - most likely - regularly paid. In other words, my second goal would be to make it so that no option is clearly better than the other: all options should have different advantages and disadvantages so that a choice is offered, but the choice is not trivial.
Some special mounts/pets could be coded to not require special attention. I'm thinking mostly about ranger companions (who could have a need to "recharge" themselves in natural environments from time to time) or paladin's holy mounts.

Any idea and comments welcome.
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Post by Maybel » Sat Mar 03, 2007 11:01 am

*is emotional about her old mount*

So I think that is a great idea. Having to feed your mount to be able to sustain it and give the stables more importance. Having to give coin to your mercenary. and care for something that, as you described perfectly Dalvyn, is only used as a tool and not "part of the RP experience".

Much fun RP can come from this.

Maybe when going into a high level area, have the merc say "Oh no, i'm not going in there without more coin"

I realize that would take a little more coding but the idea is there.
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Post by Raona » Sat Mar 03, 2007 1:22 pm

Wonderful! Though I would suggest that each type of mount be able to sustain itself, in some measure: so that, for example, if its owner were killed, it would not die off if their fallen owner could not immediately return to Faerun, e.g. a follower of Kelemvor. The logic being, perhaps, that free of captivity a horse could find a pasture to graze, a griffon a herd of horses to feed on, etc. Perhaps also for each type of mount a type of terrain in which it could feed and "recharge" itself - plains for horses, for example, where they could eat grass.
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Post by Zynarc » Sat Mar 03, 2007 1:49 pm

I find this a very good idea.

I have a few questions to throw out:
1) What will happen to pets that are not fed?
2) What happens to mercenaries that are not paid?
3) How do you pay mercenaries?
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Post by Amalia » Sat Mar 03, 2007 2:38 pm

That sounds marvellous. I like to RP with my pets, but there's not too much chance to do so. So far it's the occasional conversation or some friendly banter with them while out with others. Unfortunately, I can't even take the cooshee my druid befriended out due to his relatively low stamina and (I assume, therefore) hit points-- he tires very easily and I worry that if I run into anything worse than a wolf or bandit he could get himself killed.

On that note, perhaps there could be some way of strengthening some pets, either those bought or enlisted, allowing them to be more full-time companions? It still wouldn't be possible to take them into cities without causing a big ruckus, but then at least one could, say, go attempt to restore the balance in X forest or Y abandoned castle with one's trusty creature companion. I'm not looking for huge damage here, certainly, but some participation would be nice. Maybe the creature could even have a "lassie" function-- if its master dies, or something occurred that prevented the master from getting out, they could send pets of sufficient intelligence to get help. I don't think this could necessarily be coded, but perhaps in such an event the player could "possess" the animal and take it to some public location where it could make a big cute fuss and try to enlist aid-- I think that in itself could do a lot to improve the focus on animals, and I'd just plain feel better about it than yelling for help from the Fugue Realm myself (for some reason, I've always felt really awkward uttering the words "I died")

I'm not sure if wizard familiars can be used as spying tools, and I do think I saw something like that mentioned elsewhere, but I think that could be another great advantage to having intelligent or telepathic pets-- perhaps they could be given the ability to train other languages they hear a lot aside from animal up to journeyman or adept (for the purpose of listening only) so their owners could set them to watch (or investigate in the case of small or sneaky creatures) and relay a rough estimation of what's going on.

Also, since the topic of pet revamps has come up, I do have one more suggestion that might facilitate it-- if it's possible, adding a "call" command. Mundane pets in the same area who are free-roaming, or familiars and other animals with telepathic links in any area, could be called and would come to their owners with a successful handle animal check. It might be more dangerous to call familiars from across the globe, as they could run into trouble, and this would help prevent people misplacing their creatures and then calling them. This command would be useful because I often as not find myself in the same general area where my pet is resting (not stabled, since they're half-wild druid pets) and run across someone and begin an RP, at which point it would be rather awkward to excuse myself and retrieve my pets.
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Post by Lathlain » Sat Mar 03, 2007 2:45 pm

Great idea, this! I've always wanted a flexible mount system (Actually I wanted to be able to train and condition them too, but one thing at a time eh? ;-)).

I agree with Raona though, in that a mount shouldn't die through neglect, even if it were in an area where it technically couldn't nourish itself. Penalties such as reduced constitution or somesuch would be sufficient, provided it could be recovered with sufficient time/effort.

One thing I would like to see is a 'loyalty' system, but I don't know whether it's viable.
For example: We could have a long suffering pack mule, who is less than happy to do what's asked of them due to low levels of attention and a history of rough handling/over-working. It won't be happy to obey its masters instructions, and will likely make efforts to bite anyone who gets too close to it (with amusing consequences!).
On the flipside we could have a well and frequently groomed, finely bred mare of a noble house, kept only in the finest stables and always has fresh water and a clean stall. They'll be a lot more pliable, if a little sniffy, and far less likely to dislodge their rider for the sake of it.

Sorry, I'm going off on a tangent here - I don't even know if my proposition is viable, but a fella can dream! I approve of any improvements proposed to the pet/mount system.
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Post by Hviti » Sat Mar 03, 2007 3:39 pm

Amalia wrote: I'm not sure if wizard familiars can be used as spying tools, and I do think I saw something like that mentioned elsewhere, but I think that could be another great advantage to having intelligent or telepathic pets-- perhaps they could be given the ability to train other languages they hear a lot aside from animal up to journeyman or adept (for the purpose of listening only) so their owners could set them to watch (or investigate in the case of small or sneaky creatures) and relay a rough estimation of what's going on.

d20srd wrote: Alertness (Ex)

While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)

The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)

If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex)

If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp)

If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
These might have some bearing on the familiar part of the pet discussion.
Most applicable might be a bonus on touch spells, a "speak with master" ability, and maybe an expanded empathy to the point where the master can see through the familiar's eyes (sorta like that animal clairvoyance proposed a couple of days ago, but only in this one relationship). The scrying spell would be nice, too, and it leads to another point.

Finding lost pets is very hard, even with magic mirror, since there are pets of the same description in stables/which other people have bought. About the best one can do is locate an object on the pet to make sure they are still alive. A new pet system with slight differences between pets (introduced kind of like the adjective command) would make them more personalized and also facilitate location. For example, one could buy a black warhorse, then change its adjective to "a charcoal-maned warhorse". Of course, one could not change it to "A pink, rosy maned warhorse" - there would have to be restrictions on the adjective based on the original description of the pet. I suppose part of this can be gotten around with the "naming" system in place for pets, but not all people name their pets/mounts.

Back on the subject of familiars, how would a pet become a familiar, since the familiar spell seems to be being replaced by shops? A "designate familiar" command?
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