Halaster Blackcloak wrote: ↑Thu Dec 23, 2021 12:06 am
Personally, I'd prefer it if the
Tome of the Familiar allows the PC to pick a specific requested familiar. It is, after all, a magical tome, so it should have more power. Otherwise he may make 3 rolls of familiars that he doesn't want or need. I'm looking at it similar to a
manual of golems - the manual gives you the precise type of golem.
Over on DF, someone actually posted this manual, that was in a MODULE, so i just edited it a little... As the module was more for 1e than 2e, it had some info on "you can also ignore the 'no familiar in range' roll, so it had a bit more to it,, but it still had the 'roll three times, selecting the one you want to keep'..
Halaster Blackcloak wrote: ↑Thu Dec 23, 2021 12:06 amThe
Libram of Training, to me, could be helpful or not. I've played games that both use and don't use training rules. So obviously without using training rules, there's no point to the book. But using training rules, that is a nice (and inexpensive!) shortcut, so that would be a cool book to find, and not an overly powerful tome - just really awesome and convenient to find!
Hence why i made it.. I DO USE training, but the new group of players i started gaming for 3 weeks ago, took their characters to an island, DURING LATE August/mid september time, and told their ride "COME Back and Get us in SIX MONTHS"..
Now since the ones who are primary characters, were BUILT at 10,000xp, but start ONLY with 3,000xp, and their back up characters, were built at 5,000xp, but start with 1,500xp (IIRC) to give them some levels (and thus better survivability), they may NOT actually get enough XP to level up in that time, depending on what they do.. BUT The Back ups stand a good chance of needing to level up at least once while on the Island.. SO i thought of making this item, as a possible way they could DO so, without losing too much XP if they DO cap out in a class, and have to spend a lot of time adventuring before they get a chance to level up....