Familiars

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Vantaniael
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Familiars

Post by Vantaniael » Tue Mar 13, 2012 10:33 pm

I was thinking about familiars in DND, as well as animal companions. It might be interesting to see something similar to the babycode added so one could gain, raise, and care for a familiar. Borrowing elements from other pet related sims, such as having to feed it, train it, and so on. Take a lizard for example, starting off with keeping an egg, then caring for the young (item) version(s) of the creature, before (if) you succeed in earning a mob version of the familiar. Perhaps something basic at first like a magical shop selling them and their supplies, and then if it worked well more diversity in the familiars could be offered. It might be a way to earn/justify anyone with an interest in slightly more exotic companions, and it might even lead to an interest in adding quests specifically related to familiar interactions. ((Paladins - Bards - Rangers - Wizards - Druids))
Last edited by Vantaniael on Wed Mar 14, 2012 3:43 am, edited 2 times in total.
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Re: Familiars

Post by Tyeslan » Tue Mar 13, 2012 11:04 pm

I love this idea to be honest. A lot of our wizards keep them, but also the Paladin's special mounts would be really cool to see this happen to, and it would be an fun element in game.
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Re: Familiars

Post by Selveem » Wed Mar 14, 2012 3:33 am

I'm not really into the Tamagochi thing, but I would like to see familiars and the like back in game (bonus points if wizards get the coded bonus they're supposed to have for having one and the penalty when it dies).
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Re: Familiars

Post by Bellayana » Sat Mar 17, 2012 3:22 pm

I love this idea!
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Re: Familiars

Post by Briek » Sat Mar 17, 2012 3:43 pm

Tyeslan wrote:but also the Paladin's special mounts would be really cool to see this happen to, and it would be an fun element in game.
I beta tested this idea a fair while ago. Required some IMMtervention so I would say it's not practical for every wizard.
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Re: Familiars

Post by Mele » Sat Mar 17, 2012 6:14 pm

It would work like pregnancies. I'd wager the pregnancy imm would be willing to handle something like this per application, if others speak up they feel it is good also. :)
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Re: Familiars

Post by Lysha » Sat Mar 17, 2012 8:45 pm

I think this would be a great idea! :D
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Re: Familiars

Post by Moloch » Sun Mar 18, 2012 1:10 am

Pretty awesome idea. Like.
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Re: Familiars

Post by Brodnur » Sun Mar 18, 2012 7:09 am

Speaking for my wizards, they'd actually love having a familiar. Especially if it'd require something more rp intensive than the old way did, with the casting of the spell and crossing your fingers to get something you liked :D
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Re: Familiars

Post by Bellayana » Wed Mar 21, 2012 3:32 pm

Why does this have to be just for wizards? Why can't it be for all PC's?
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Re: Familiars

Post by Kallias » Wed Mar 21, 2012 3:36 pm

A familiar in Pen and Paper terms is a class unique benefit. It's basically just a pet that is suppose to reflect the mage's nature. It's class specific because it grants stat bonuses.
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Re: Familiars

Post by Bellayana » Wed Mar 21, 2012 3:39 pm

Well I know that, I know wizards get find familiar as a spell. I am thinking of familiars for other characters as well, I just think this type of Roleplay would be nice for the whole playerbase.
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Re: Familiars

Post by Kallias » Wed Mar 21, 2012 3:50 pm

Agreed.

I was just explaining that it's class specific from a game balance standpoint. Minsc had a pretty cool nonmagical pet. If you consider space hamsters nonmagical, that is.
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Re: Familiars

Post by Vantaniael » Sat Mar 24, 2012 11:09 pm

Well as noted this would be more than just the traditional PNP familiar, but the animal companions/mounts for other classes or even special RP for players in general. While anyone might have one, like children not everyone would have one. One would be earned, like passing those silly classes where they make you egg sit for a week .
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Re: Familiars

Post by Hrosskell » Mon Apr 02, 2012 5:29 pm

While cultivating my wizard's RP with his familiar, this is something I really longed for--the ability to see your familiar grow as you did, and eventually become a fearsome little creature all infused with magical goodness. I think it's a solid idea and would love to see progress made on it. (My Like button activated.)
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Re: Familiars

Post by Lathander » Mon Apr 02, 2012 6:37 pm

Kallias... it grants stat bonuses.
I would be against this. In pen and paper DnD there is always the risk of significant loss to the character should the familiar be killed. On FK, a companion animal is considered the same as the player for purposes of PK and such. I would anticipate a large spike in complaints when such a familiar is killed. I like the overall idea of a familiar and the rp suggestions that have been made here, I just do not like the added stat bonuses.
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Re: Familiars

Post by Selveem » Tue Apr 03, 2012 5:37 am

Lathander wrote:
Kallias... it grants stat bonuses.
I would be against this. In pen and paper DnD there is always the risk of significant loss to the character should the familiar be killed. On FK, a companion animal is considered the same as the player for purposes of PK and such. I would anticipate a large spike in complaints when such a familiar is killed. I like the overall idea of a familiar and the rp suggestions that have been made here, I just do not like the added stat bonuses.
That's not really an issue, though, if Familiars could be obtained just like in D&D. I envision it would work like the crafting system that would require significant downtime on your character in whatever room you start your bond with (in addition to costing 100g). That bond would be tied to the specific mob in the room. When the bond is completed (24 game hours, capable of being served offline), the code would clone a copy of the mob you initiated it with (approved animal types, specifically) and give you the correct bonuses to stats/skills.

Sure, the mob can level with you if you'd like (it does in D&D), but keep in mind the penalties of losing your familiar or dismissing it are rather severe:

DC 15 fortitude save*; if you fail, you lose 200 experience per level. If you succeed, you lose 100 experience per level. In addition, it cannot be replaced for a year and a day (though your previous familiar can be raised from the dead with no stat loss to the pet).

*for the less nerdy: Fortitude bonus from your score sheet + 1 roll of a 20-sided die.
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