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Too many have been using the term "pet" when discussing various, integral animal or supernatural "animals" that are part of a fully skilled class. Druids start with an animal companion (not a pet), Wizards can accept a familiar (not a pet). Rangers, at the equivalent of Fourth level gain a hunting companion. Some Arcane and Divine casters can summon animals, undead and outsiders. These define and describe the classes mentioned in many cases. Without them, they are not fully rounded Pathfinder classes. Ryan has noted in the past that GW hopes to add in other classes from the APG and Ultimate books. Without a familiar a Witch cannot have access to spells at all, and a Summoner isn't summoning much beyond what any other arcane spell caster without his/her Eidolon. These are NOT pets. Now a Wizard can bond with an object rather than a familiar, but the choice should be there for the player to make. Druids, Rangers with enough skills trained, and both Clerical and Wizard Necromancers need the ability to summon companions and undead, respectively. Later when introduced, the Witch and Summoner classes must absolutely have their familiar and eidolon , respectively. Right now, though, based upon Ryan's post in the current Blog thread, it will seem no one will get these important integral parts of their "classes", except, and this is a maybe, Druids. I am putting my crowdforging vote here for having familiars, animal companions and summoned creatures. I hope others will add their voices to keep as much of Pathfinder in PFO as possible. Also, as noted, while the general term in MMO's is to use "Pets" to describe these, they aren't pets - pets are more fluff. Familiars, animal companions, hunting companions and eidolons are part of defining the Pathfinder classes that have access to them, so I would ask we stop calling them pets. Class components sounds more accurate, and can include summoned animals (Summoning spells), Undead and Outsiders fall neatly under this as well. A guard dog is a pet, or some fluff animal for a home is a pet. These creatures are part and parcel of going all the correct skill trees to be a Class. Let's respect them as such.
I am starting this thread so the numerous threads discussing griefing can consolidate the discussion regarding the question "is using the bounty system to infinitely put a bounty on your killers' head(s) griefing?" There pertinent info that Ryan has provided via the GW Blog is as follows: Quote:
The key issue is that is one plays a bandit or an assassin (or some other under-handed rogue-type character) can infinite bounties could be used to grief the killer when he/she is legitimately RP a nefarious character. My take on it is that I don't foresee an economy existing in PFO that would support this without the person working closely with the bounty hunters, as gold will likely be scarce for a long while. So the only way for someone to do this is by deception. The deception can occur in at least two ways: 1) Player A gets killed by Player B (who happens to be a bandit), and then Player A starts a bounty against Player B, granting sole rights to group X, who happen to be his friends. Fine so far, but then Player A does it again, and again Group X gets sole bounty rights. This continues to go on for as long as both Player A and Group X wish it to, as they are likely using small bounties and then using the coin looted from Player B and from the selling of Player B's items to fund their farce. 2) Player A is wealthy and not low level, but decides he/she doesn't like Player B for being a bandit, so Player A heads out in newbie outfit and barely fights back allowing Player B to think he/she is a low level character. When Player A is dead, he/she starts placing bounties ad nauseum on Player B because he/she can afford it and doesn't like Player B for some reason (likely an OOC one). In both these cases, I would say yes, the use of infinite bounties are griefing, even if Player A is using the system as intended by the letter of the law, but not the spirit of it. Then Player B has a legitimate complaint and either could go to a GM or to some in game group, as has been proposed in LINK However, that being stated, if Player A is just a rich player and he/she gets killed by Player B, even if Player B is an RP Bandit or assassin, and so decides to teach Player B not to mess with him/her, and sets bounty after bounty for a few weeks. In that case, then no, it isn't griefing - it just sucks to be the player that pissed off a player with a rich PC. Bandits, thieves, assassins, and the like have to expect that sometimes they will make enemies of the wrong people. Well, that is how I see it. What do others think? Am I reading the blog info correctly, and have I interpreted the intent behind them correctly? Now we can discuss this apart from other types of griefing and potential alliances against organized griefing. |
