Rethinking Familiars

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:

  • implementing the suggestion is impractical, or too much work for the gain
  • the suggestion is thematically against our design philosophy
  • the suggestion is too detailed/low-level
    Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to fix everything.

Moderators: Active Admins, Forum Moderators, Active DMs, Contributors, Area Developers, Artist/Animator, Suggestion Moderators

Locked
User avatar
Arise_Gargantua
Posts: 132
Joined: Mon Sep 08, 2014 4:57 pm
Location: Cambridge

Rethinking Familiars

Post by Arise_Gargantua »

So we've had:

Standard familiars from regular NWN: Kind of cool, sort of a regular summon with some cool abilities.

Improved familiars: Lots of fun but way too overpowered. Sephroun (my eyeball) was able to knockdown a legion of Duergar at lvl 25 and then slowly chew them to death. They made PvP unwinnable for non-casters, effectively.

Nerfed familiars: Hand puppets. All the same fun RP devices that familiars have always had, but with little utility.

So! Would it be possible to make familiars offer a passive bonus to mages while summoned, rather than active abilities used against enemies? Examples might be:

+1 Uni. saves for every 5 caster levels (in line with new Fighter abilities)
+1 DC for all mage's hostile spells per 5 or 10 levels
+x (skill) per n levels, depending on familiar chosen (spot for eyeballs, open lock for fey etc)
+ spell resistance, additional abilities, crafting or enchanting bonuses etc etc dependent on mage level and familiar type

Would this be doable? I think it seems more in line with how a familiar should be, rather than being an additional summon.
Song of my soul, my voice is dead, die thou, unsung, as tears unshed shall dry and die in Lost Carcosa
Locked