Animal Training Revision Needed


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K Neil Shackleton wrote:

I'm resurrecting this thread due to the update to this rule in the FAQ.

You may now train a number of Tricks equal to your Charisma mod after each scenario (Minimum 1).

I think this is an excellent compromise. Characters dependent on their AC can re-train them much more quickly if they have the appropriate ability.

It's a very weird house rule that imho doesn't solve much.

How much CHA is your druid going to have? Unless you are a halfling or gnome then a 14CHA is a solid investment that likely means that you are dumping another stat to pay for it.

Honestly if you are going to limit it by ability then tie it to the handle animal score rather than the CHA mod. A sorcerer with 1 rank in handle animal can train animals better than your average druid this way.

Secondly I would still like it if you could HIRE trainers rather than having to do this yourself.

But honestly I'm not sure why we have some of these rules in PFS beyond inertia and that seems a poor reason,

James


james maissen wrote:
It's a very weird house rule that imho doesn't solve much.

Exactly.

"Good news, everyone! We replaced one bizarre house rule by a slightly different bizarre house rule! Now this argument will be put to rest forever."

;-)

Dark Archive 4/5

While I'm not sure this is what they were thinking, you can sort of justify this OOC.

Think about the animal trainers at Sea World or a Zoo. All of them have some force of personality. Animals respond to this better than the personality of Joe Shmo who lives in his parents' basement and doesn't get out very often. Look at Cesar Milan or any of the other dog shows. They all would have a above average Charisma in-game.

Again, you always get a minimum of one trick per scenario, this just rewards those druids that are 'friendlier'.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Generally after half a dozen sessions it's irrelevant unless you kill off your companions on a regular basis.


Todd Morgan wrote:

While I'm not sure this is what they were thinking, you can sort of justify this OOC.

That a very charismatic summoner with 1 rank in handle animal is a better trainer than a 12CHA druid with over 10 ranks and skill focus in it?

Why do I say this?

The summoner is going to have around a +10 score and be able to train between scenarios an animal with 6 or so tricks (potentially with left overs for missed rolls) meanwhile the druid will have around a +20 score but only is able to train an animal with 1 trick.

If you are going to make such a restriction then do it by number of ranks.

But really ask yourself, why is this restriction even here and what is it solving?

Personally I think there are a number of rules in organized play campaigns that are there simply out of inertia and no decent real reason beyond that,

James


1 person marked this as FAQ candidate.
Mark Moreland wrote:

Copy spells (monetary cost, Spellcraft check required, failure prevents copying until next level) - unlimited

Alchemical crafting (monetary cost, Craft (alchemy) check required) - unlimited.
Animal Training (no monetary cost, Handle Animal check required) - 1/session.

Each of these has at least two costs if we include time as a commodity. Pathfinder Society Organized Play does not use time as a commodity.

So is it OK for people to pay NPCs to Train their Companion for them?

Problem would be solved right?, and right in line with the rationale for other Class Abilities.
Given that you can buy war-trained mounts, etc, other people training an animal seems to be pretty standard (not to mention how it works in the real world), and just because you get bonus Tricks for having an Animal Companion wouldn´t seem to change that option...

Probably not all the flavor everybody wants, but there´s no reason you can´t SAY you trained it yourself,
and shrug your shoulders that mechanically that´s not what happened and say ´that´s how PFS works´.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

I guess I would point out that there is a reason the people who do the shows at Sea-World, etc are actual animal trainers and not actors or stage performer who rely on someone else's training. In fact, I think every single good animals act I've seen has involved trainers.

I do think it would be a bit better if it was tied to the Handle Animal skill rather than straight Charisma though. And/ or at least was a little nicer to those CHA 12 druids :D.


james maissen wrote:


But really ask yourself, why is this restriction even here and what is it solving?

Simple. Because there is no tracking of time passage in between scenarios. This is not a home game where a player can have their druid take a year off in between adventures and train their animal companion in every trick available.


Enevhar Aldarion wrote:
james maissen wrote:


But really ask yourself, why is this restriction even here and what is it solving?
Simple. Because there is no tracking of time passage in between scenarios. This is not a home game where a player can have their druid take a year off in between adventures and train their animal companion in every trick available.

How do you figure a YEAR? I'm seeing 6 weeks. And that's from scratch so to speak.

And really, what's the problem in any case?

Is having animals that are trained that much of an unexpected advantage for a druid with an animal companion?

Silliness.

-James

Grand Lodge 3/5

james maissen wrote:

How do you figure a YEAR? I'm seeing 6 weeks. And that's from scratch so to speak.

And really, what's the problem in any case?

Is having animals that are trained that much of an unexpected advantage for a druid with an animal companion?

Silliness.

-James

If an AC is central to the character concept, then the character should probably have a decent Cha. A 14 Cha druid can now fully retrain their AC in 2-3 scenarios, pretty comparable to the 6 weeks you referenced, on average.

Having infinite disposable Animal Companions is definitely a problem for a campaign that relies on balanced, trackable assets. It's for the same reason that Leadership isn't used, animate dead expires, items are limited to set choices,... Every other class faces some sort of setback if they lose something central to their class, even if it is a simple re-purchase. Why should druids be different?

As Enevhar said, there is no tracking time between scenarios. Frequently, enough time would pass between scenarios for a complete re-train. Usually not. And there are specific linked scenarios which assume an almost immediate continuation. Without tracking of time, you cannot rule on extremes, so some sort of standardized middle rule must be used.

james, you have made your dislike of PFS campaign rules obvious with your many posts. There are many rules of PFS which vary from my home games. However, at some point I think that you will have to accept that the PFS Organized Play campaign is going to have some rules which are different from the games which you play.

Liberty's Edge 5/5

Dennis Baker wrote:

I guess I would point out that there is a reason the people who do the shows at Sea-World, etc are actual animal trainers and not actors or stage performer who rely on someone else's training. In fact, I think every single good animals act I've seen has involved trainers.

I do think it would be a bit better if it was tied to the Handle Animal skill rather than straight Charisma though. And/ or at least was a little nicer to those CHA 12 druids :D.

Then again, why would you create a CHA 12 Druid that was of a type that is animal companion dependent?

You want to be great with animal companions, then sacrifice somewhere else.


K Neil Shackleton wrote:


If an AC is central to the character concept, then the character should probably have a decent Cha. A 14 Cha druid can now fully retrain their AC in 2-3 scenarios, pretty comparable to the 6 weeks you referenced, on average.

It takes 3 scenarios to full train an AC (unless they take a snake or other 1INT creature) if you somehow happened to spend a quarter of your creation points on a side stat like CHA.

I don't see how that's equated to 6 weeks as nothing else tracks time. Heck a druid could activate a 1/month item in each and every scenario so if we are trying to track time then any PC should get 4 checks on handle animal after each scenario.

Heck how many scenarios spend that kind of time in the introduction??

K Neil Shackleton wrote:


Every other class faces some sort of setback if they lose something central to their class, even if it is a simple re-purchase. Why should druids be different?

I'm sorry, really? Every other class?

What does a Summoner lose?

What does a Paladin lose?

Druids can replace animal companions in core rules easier than a Paladin (or Cavalier), yet in PFS because of this rule those other classes can replace their mounts easier. Makes little to no sense.

K Neil Shackleton wrote:


james, you have made your dislike of PFS campaign rules obvious with your many posts. There are many rules of PFS which vary from my home games. However, at some point I think that you will have to accept that the PFS Organized Play campaign is going to have some rules which are different from the games which you play.

I dislike rules that complicate the system that don't serve a point, or don't solve the point that they are supposed to be fixing.

Additional rules for a shared campaign should be minimal and to the point. A few rules in PFS fail at that, and this is one of them.

It throws a needless wrinkle where everywhere else things are smoothed over. It feels like someone was harmed by a druid in their early childhood and it's showing through...

Andrew Christian wrote:


Then again, why would you create a CHA 12 Druid that was of a type that is animal companion dependent?

You want to be great with animal companions, then sacrifice somewhere else.

I'm sorry having (for example) a Druid with a 12 CHA, circlet of persuasion, skill focus handle animal and 12 ranks in handle animal would be a druid that has a +25 handle animal check (+29 with their companion) and yet a Paladin with a single rank in handle animal is a better trainer.

Moreover somehow that Paladin has 6 weeks to train their new mount, while its 'unrealistic' for the druid to have the same amount of time.

And I don't see how you would describe such a druid as not well invested in Handle Animal..

Also, are you saying that people with druids can alter their ability scores now? So how would they have possibly known about this new PFS-special rule ahead of time?

It's a silly rule that doesn't make sense in any context. If they wanted it tied to how good a animal trainer the PC was then it should be tied to handle animal bonus or skill ranks.

But really what does it serve? Somehow we want to keep track of time for animal training, but for nothing else? And we're going to track that time vastly differently from PC to PC?

Handle animal is trained only for this use, and take 10s will achieve success for almost any druid with their animal companion (just need ranks+CHA =3 for the harder abilities, while even a 5CHA dwarven druid with a single rank in handle animal will succeed on the easier ones).

If a druid knows that they are traveling for a month to get to some very different climate, why shouldn't they be able to take that time to be training an animal that won't suffer merely by being there?

There are lots of things that are hand waived in PFS, why this has to be such a sticking point makes no sense to me.

If the goal is to require druids to properly invest in handle animal this has completely failed. Honestly if you wanted to deal with that there's a far simpler way- require that all these rolls that we're bothering GM end of the session time with to be take 10s.

-James

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

2 people marked this as a favorite.

If you have a +29 handle animal you don't need to bother with training your animal, you can just push it every single round.

Paizo Employee 5/5 * Developer

Dennis Baker wrote:
If you have a +29 handle animal you don't need to bother with training your animal, you can just push it every single round.

This

Grand Lodge 4/5

james maissen wrote:


I dislike rules that complicate the system that don't serve a point, or don't solve the point that they are supposed to be fixing.

Additional rules for a shared campaign should be minimal and to the point. A few rules in PFS fail at that, and this is one of them.

It throws a needless wrinkle where everywhere else things are smoothed over. It feels like someone was harmed by a druid in their early...

But you haven't played since early Sep 2009. At least that is the last PFS game you DMed/played is showing. If you don't play PFS, I don't understand why you even care.

If you were a player or DM in anything past Season 0, maybe I would understand why you dislike rules that complicate the system. However, you haven't played any Season 1, 2 or 3 scenarios. These rules don't roll over to a home game. They are only PFS which you apparently no longer participate in. So, why do you continue to argue against a system that is put into place for a organized play you don't even participate in?

I apologize if you have a different reason for your arguments, but it appears you are arguing just to argue. I am not trying to be argumentative, I'm just trying to gain an understanding why you are in disagreement with quite a few rulings when it doesn't affect you. Please try to help me understand.


Dennis Baker wrote:
If you have a +29 handle animal you don't need to bother with training your animal, you can just push it every single round.

Of course, pushing takes a longer action than regular handling (either full-round vs. move, or move vs. free for an animal companion), so it's not perfect.

james maissen wrote:
I dislike rules that complicate the system that don't serve a point, or don't solve the point that they are supposed to be fixing.

Another +1. I especially don't like house rules that smack of "I saw a cheesy PC I didn't like once but he was perfectly legal so here's some PFS-specific pseudo-errata to make that PC illegal instead".


Dennis Baker wrote:
If you have a +29 handle animal you don't need to bother with training your animal, you can just push it every single round.

Because I don't want to spend move actions to push your animal companion rather than free actions?

Link wrote:
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill.

A druid and a paladin both lose their companions in a session. Say they are level 10. The druid has 10 ranks in Handle animal and the Paladin has 1 rank. The paladin brings in a new one next session full trained, while the druid spends 1-2 levels retraining his.

And what's gained here?

Are trained animals that unbalancing to the campaign?

-James

Grand Lodge 3/5

james maissen wrote:

A druid and a paladin both lose their companions in a session. Say they are level 10. The druid has 10 ranks in Handle animal and the Paladin has 1 rank. The paladin brings in a new one next session full trained, while the druid spends 1-2 levels retraining his.

And what's gained here?

Are trained animals that unbalancing to the campaign?

-James

The paladin takes a penalty for the rest of the session, on top of losing the mount. Assuming he took a mount and not a bonded weapon.

Trained animals are not unbalanced. Unlimited trained animals are.

Liberty's Edge 5/5

hogarth wrote:


Another +1. I especially don't like house rules that smack of "I saw a cheesy PC I didn't like once but he was perfectly legal so here's some PFS-specific pseudo-errata to make that PC illegal instead".

It isn’t a PFS specific response to a single cheesy character, but rather PFS’s response to PFRPG’s Blog post, which seemed to be a response to characters being created that break the intent of the original rules. That animals should always be animals while carrying the type, regardless their intelligence.

As such, the campaign required specific rules for how to handle the training.

A fully trained animal, when looked at solely as a trained animal, is not too powerful or cheesy or whatever.

However, when players metagame their druids instead of roleplay them, and animals become disposable meat shields that just get fully replaced by the next scenario, then it does become a power problem.


Andrew Christian wrote:
hogarth wrote:


Another +1. I especially don't like house rules that smack of "I saw a cheesy PC I didn't like once but he was perfectly legal so here's some PFS-specific pseudo-errata to make that PC illegal instead".
It isn’t a PFS specific response to a single cheesy character, but rather PFS’s response to PFRPG’s Blog post, which seemed to be a response to characters being created that break the intent of the original rules. That animals should always be animals while carrying the type, regardless their intelligence.

To be fair, my comment applies more to other PFS house rules than to this particular one.


K Neil Shackleton wrote:


The paladin takes a penalty for the rest of the session, on top of losing the mount. Assuming he took a mount and not a bonded weapon.

A paladin, by the core rules, suffers this penalty for 1 month or until he/she levels.

Now in PFS a druid with a 13 or less CHA would need to take around 6 sessions to bring a new animal companion up to speed.

Meanwhile a Paladin, who by the core rules suffers a greater penalty for companion loss, can train a new mount by the next session with as many tricks.

So where the core rules penalize a Paladin more, in PFS this is reversed.

K Neil Shackleton wrote:


Trained animals are not unbalanced. Unlimited trained animals are.

Why?

At the start of each scenario your PC is fully healed. Is that unlimited healing? No, just means you start off the mod fresh.

At the start of each scenario if a Druid (or other) PC were to start out with a fully trained animal it would be no more "unlimited". A druid who lost their companion in the prior mod would be no more and no less disadvantaged as a Paladin who lost theirs. Nor would this take 'years' in game to achieve.

What, exactly, is unbalancing about a druid being able to start a scenario with a fully trained animal companion? Where is the balance problem here?

I understand that there is a kind of knee-jerk sense of 'wrong' here, but is it any more 'wrong' than being able to use a 1/month item in each scenario, having 6 PCs take the same item from a prior mod, etc?

-James

Grand Lodge 4/5

Michael Brock wrote:
james maissen wrote:


I dislike rules that complicate the system that don't serve a point, or don't solve the point that they are supposed to be fixing.

Additional rules for a shared campaign should be minimal and to the point. A few rules in PFS fail at that, and this is one of them.

It throws a needless wrinkle where everywhere else things are smoothed over. It feels like someone was harmed by a druid in their early...

But you haven't played since early Sep 2009. At least that is the last PFS game you DMed/played is showing. If you don't play PFS, I don't understand why you even care.

If you were a player or DM in anything past Season 0, maybe I would understand why you dislike rules that complicate the system. However, you haven't played any Season 1, 2 or 3 scenarios. These rules don't roll over to a home game. They are only PFS which you apparently no longer participate in. So, why do you continue to argue against a system that is put into place for a organized play you don't even participate in?

I apologize if you have a different reason for your arguments, but it appears you are arguing just to argue. I am not trying to be argumentative, I'm just trying to gain an understanding why you are in disagreement with quite a few rulings when it doesn't affect you. Please try to help me understand.

^

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

hogarth wrote:
Dennis Baker wrote:
If you have a +29 handle animal you don't need to bother with training your animal, you can just push it every single round.

Of course, pushing takes a longer action than regular handling (either full-round vs. move, or move vs. free for an animal companion), so it's not perfect.

james maissen wrote:
I dislike rules that complicate the system that don't serve a point, or don't solve the point that they are supposed to be fixing.
Another +1. I especially don't like house rules that smack of "I saw a cheesy PC I didn't like once but he was perfectly legal so here's some PFS-specific pseudo-errata to make that PC illegal instead".

Ultimately it's kind of a silly argument. It affects a druid for 2-3 levels when they get started, then when they kill off their pet. It's a whole lot of fuss over something which shouldn't be an issue. If the hypothetical 12 CHA druid kills his companion a lot... then investing in the headband or Ioun stone is a small price for someone who values optimising over role-playing.

I find the 12 CHA druid unlikely, it's a 7 CHA druid because Charisma is a pointless stat for a druid (or so I gather from the optimizers). So the headband isn't going to help regardless. It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.

Liberty's Edge 5/5

Dennis Baker wrote:
It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.

This


Dennis Baker wrote:


I find the 12 CHA druid unlikely, it's a 7 CHA druid because Charisma is a pointless stat for a druid (or so I gather from the optimizers). So the headband isn't going to help regardless. It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.

Okay (forum ate last post, grr one time I don't copy it before I post),

Let's go with a 5th level druid with a 7CHA. He wants to be able to Handle Animal for his companion, but isn't playing a social PC and doesn't feel that he needs CHA for anything else. Also he wants to wildshape and fight alongside of his companion in battle. This should be viable for a druid and isn't an unreasonable decision here.

So with max ranks in handle animal he's looking at a +10 (5ranks+3class-2CHA+4companion) Handle Animal skill.

This is more than enough to command his companion in combat for tricks that he's taught them. And it's enough to train his companion in anything that he wants it to learn. By the core rules he should be fine here. He's had his character train and learn so as to overcome his shyness/rudeness in this one aspect.

Why should this PC be half as effective in training his companion as another PC that happens to have a 14 but only 1 rank in handle animal? In other words why should someone less trained (and not overall better at the skill itself) be twice as effective? Between the two PCs the former is more invested in the skill, while the other perhaps has focused on Diplomacy and perhaps Disguise, etc.

Even worse why should any of the CHA based classes be THAT much more effective at training animals by putting just a single rank into handle animal than a Druid with max ranks training his/her companion?

It doesn't make sense.

Likewise it doesn't make sense to expect a Druid that only wants to use handle animal to need to invest 9 creation points in CHA, when he could spend 4 more skill points to achieve the same goal.

Unlike Clerics, Paladins, Oracles, and Summoners the poor Druid (and Ranger) don't favor CHA. And of the above 6 classes, which would you think would be better at training their companion animals?

Are we really expecting Druids (and any other classed PCs) to have 13-14s across the board?

I mean I guess you could do:
STR 14 (5pts)
INT 12 (2pts)
WIS 15 (3pts+racial)
DEX 13 (3pts)
CON 12 (2pts)
CHA 14 (5pts)

Is that really what is expected for a druid?

-James


Dennis Baker wrote:
I find the 12 CHA druid unlikely, it's a 7 CHA druid because Charisma is a pointless stat for a druid (or so I gather from the optimizers). So the headband isn't going to help regardless. It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.

I have no sympathy for wizards with 7 (or 5) Strength either. So by that reasoning, we should make up a PFS house rule that punishes them, correct?

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

hogarth wrote:
Dennis Baker wrote:
I find the 12 CHA druid unlikely, it's a 7 CHA druid because Charisma is a pointless stat for a druid (or so I gather from the optimizers). So the headband isn't going to help regardless. It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.
I have no sympathy for wizards with 7 (or 5) Strength either. So by that reasoning, we should make up a PFS house rule that punishes them, correct?

Previously you could train exactly one trick.

Now you can train exactly one trick.

How are they being punished?

1/5

Frankly, having seen the disruption someone can cause by tossing a level of druid and Boon Companion onto an optimized, 7-wisdom martial type and then treating the AC as disposable, I'm all for anything that makes a character need to focus on HAVING an AC to use one.

Liberty's Edge 5/5

hogarth wrote:
Dennis Baker wrote:
I find the 12 CHA druid unlikely, it's a 7 CHA druid because Charisma is a pointless stat for a druid (or so I gather from the optimizers). So the headband isn't going to help regardless. It's hard for me to garner too much sympathy for people who dump the primary stat for Handle Animal then complain that they can't train their animal.
I have no sympathy for wizards with 7 (or 5) Strength either. So by that reasoning, we should make up a PFS house rule that punishes them, correct?

You know, Druid’s stat-wise, are one of the hardest classes to create (with maybe respect to the Paladin) in that they actually need almost all their stats for one reason or another.

A wizard dropping Strength to 7 or 5 cannot be abused because of a loophole.

Druid’s with a 7 charisma were abusing a loophole with the 3 Int animal companions. Basically until 4th level, they could hardly control their animal and then after upping the Int to 3, the animal suddenly became sentient and didn’t need handle animal.

Paizo has said that for the ENTIRE PFRPG, not just PFS, that handle animal is needed with all animals regardless of Int.

So Druid’s are not being punished by PFS. PFS just had to come up with some rule on how training works since time between scenarios is ambiguous.

Liberty's Edge 5/5

hogarth wrote:
Andrew Christian wrote:
hogarth wrote:


Another +1. I especially don't like house rules that smack of "I saw a cheesy PC I didn't like once but he was perfectly legal so here's some PFS-specific pseudo-errata to make that PC illegal instead".
It isn’t a PFS specific response to a single cheesy character, but rather PFS’s response to PFRPG’s Blog post, which seemed to be a response to characters being created that break the intent of the original rules. That animals should always be animals while carrying the type, regardless their intelligence.
To be fair, my comment applies more to other PFS house rules than to this particular one.

I don’t see that PFS comes up with bizarre house rules. What I see is, when there is a PFRPG rule that is ambiguous, and probably needs a campaign specific ruling on (GM’s call so to speak) they make a ruling they see as best for the campaign.

I don’t see this as bad as the same people who whine about these rules are also whining about too much table variation.


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Dennis Baker wrote:

Previously you could train exactly one trick.

Now you can train exactly one trick.

How are they being punished?

Huh? They were being punished with the previous house rule and they're being punished by the current house rule. As far as I know, for every other purpose you can pretend you have unlimited time between sessions.

So why don't we say that the number of spells that a wizard can scribe per PFS session is determined by his Str modifier since (a) in a regular campaign, scribing spells is limited by time and (b) carrying supplies back and forth probably requires Strength and (c) wizards who dump their Str score are unscrupulous scoundrels anyways?

Andrew Christian wrote:
I don’t see that PFS comes up with bizarre house rules.

*cough* potion costs *cough*


Andrew Christian wrote:


You know, Druid’s stat-wise, are one of the hardest classes to create (with maybe respect to the Paladin) in that they actually need almost all their stats for one reason or another.

Which is why it's not reasonable to be expecting a 14CHA on a Druid unless you are electing to focus on CHA skills/roles with this Druid.

As far as Handle Animal goes, ranks in the skill are a very reasonable core way of being able to be able to use Handle Animal to train animals.

Likewise in the core rules it doesn't take much to be able to competently train your companion in tricks, and it certainly doesn't require spending around 1/3 of your stats on CHA when there's WIS, STR, CON, DEX and even INT there.

Andrew Christian wrote:


Druid’s with a 7 charisma were abusing a loophole with the 3 Int animal companions. Basically until 4th level, they could hardly control their animal and then after upping the Int to 3, the animal suddenly became sentient and didn’t need handle animal.

Well first it wasn't a 'loophole' but rather a PF change (allowing 3 INT animal companions) that perhaps they either didn't think through or assumed that everyone would understand what they meant.

They clarified it, and those that made Druids before were adversely effected by it. Sympathy or not, they weren't cheating but trying to juggle a class that's really MAD if you want to use wildshape for combat.

Andrew Christian wrote:


So Druid’s are not being punished by PFS. PFS just had to come up with some rule on how training works since time between scenarios is ambiguous.

Yeah and this 'some rule' is punishing druids. This rule in limiting training had always been bad, but druids were able to get by because they could raise their companion's INT to 3.

Now for other purposes (or the same purpose) other characters get a month or more of time between sessions but a druid gets one, perhaps two weeks while they have the most need.

It certainly seems like punishing here.

Consider:

A paladin who's mount dies in game has to wait a month. But in PFS they are able to come into the next session with a new mount. They can give it around 6 tricks between each session.

A PC with a figurine elephant in game can only use it once a month. But in PFS they are able to use it each and every session.

These are very comparable situations.

Again, does it make sense that a Druid with max ranks and a higher handle animal modifier is a worse trainer than a CHA based class with a single rank?

And really how is being able to swap out companions at the start of a scenario overpowered? You're not getting to replace a companion during the scenario, so what- if anything- is gained here?

Its feels wrong. It feels like there is angst over how druids were playing within the rules and that they should be 'punished' for it. And that just doesn't sit right with me.

-James

Liberty's Edge 5/5

hogarth wrote:


Andrew Christian wrote:
I don’t see that PFS comes up with bizarre house rules.
*cough* potion costs *cough*

I don’t see that really as all that bizarre. In PFRPG the standard clergy would be a Cleric/Druid and the standard Arcanist would be the Wizard/Sorcerer. As such, it is pretty easy to assume one of those would always be available to purchase a potion from. Other than perhaps a Bard, it really is unreasonable for anyone to assume you could easily or readily find a Paladin, Ranger, Oracle, or Inquisitor that has an item creation feat.

In a home campaign, I would probably rule that you’d have to actually go find such an oddity.

In PFS, they’ve determined they are rare enough that a pathfinder would not have time to find one between sessions.

This is the same argument with the training of animals and PC’s having item creation feats. Its about what amount of time do you have between scenarios? It is just ambiguous enough that you don’t have time to do these things.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

hogarth wrote:
So why don't we say that the number of spells that a wizard can scribe per PFS session is determined by his Str modifier since (a) in a regular campaign, scribing spells is limited by time and (b) carrying supplies back and forth probably requires Strength and (c) wizards who dump their Str score are unscrupulous scoundrels anyways?

Wizards are limited because they have to pay for the scrolls and for scribing. There is no such limiting factor with animal tricks and ultimately you need less than 6-10 tricks for the life of your character while most wizards wind up buying 3-4 spells or more per level so they both have limiters. Did you notice the new FAQ explicitly states you have to buy scrolls to pick up spells unless they are on chronicles or you bump into other PCs? That 12th level druid's wizard buddy can scribe as many scrolls as he wants at ~2000 gold a pop.

I suppose training costs are a possibility but then you have fixed costs which are either too expensive at low level and too cheap at high level or some kind of house ruled set of scaling training costs which people would complain about as much as this or more.


Potions:
Andrew Christian wrote:

Other than perhaps a Bard, it really is unreasonable for anyone to assume you could easily or readily find a Paladin, Ranger, Oracle, or Inquisitor that has an item creation feat.

[..]

In PFS, they’ve determined they are rare enough that a pathfinder would not have time to find one between sessions.

Except you can find potions made by paladins, rangers, inquisitors, etc...just not if they're also available on the cleric, druid or wizard list. So that's not the explanation, obviously. But the argument's been beaten to death multiple times, so there's no point in starting it up again. I concede defeat. :-)

Grand Lodge 3/5

hogarth wrote:
** spoiler omitted **

In all the games I run or my GMs run, this isn't a problem. Everyone seems to be able to agree with this.

And more to the point, bringing up the potions issue is off topic. If we need to we can bring this up in another topic.

Grand Lodge 3/5

james maissen wrote:


It certainly seems like punishing here.

James, It seems like the information is simply circumstantial rather than anecdotal. I'm not certain how many druid characters you have played, or how many druid characters have played at the tables that you have run. But from what I can tell, this isn't recent.

You have made you position clear and I say this with no intention of insulting you.

Please go back to running a table and see if any of your players have any problems with this. How many players are avoiding playing Druids because of this issue? Because right no all you are doing is arguing your position based on opinion.

It's hard to take someone at their word if they don't participate in the society. So when you express upset with the rules, I think it is safe to say from the rest of the VCs, we really don't want to see that happen. But we have more than just yourself to worry about. Since you haven't reported a game in quite awhile, all we can assume is that you just represent your opinion.

I run games with people who play with pets all the time. No one seems to complain. I get complaints plenty of other stuff. Never on this topic.


1 person marked this as a favorite.
Andrew Christian wrote:


This is the same argument with the training of animals and PC’s having item creation feats. Its about what amount of time do you have between scenarios? It is just ambiguous enough that you don’t have time to do these things.

Ignoring the consumable issue (which I have problems with) as it is a derailment to this thread,

What do you do between scenarios:

Day Job. Comparing the amounts possible to core rules for say Profession you are representing anywhere from less than a week to over 7 weeks game time.

Purchase Items. Seeing as its unreasonable to expect that every possible weapon, special material and enchantment combination is currently in existence for sale it's reasonable to conclude that these items are made on spec for the purchaser. Thus between scenarios for such a thing could be as long as 24 weeks here...

Diseases/Poison. It seems as if 0 time passes between scenarios here.

Paladin Mounts. It seems as if at least 30 days passes between scenarios.

Magic items. It seems as if at least 30 days passes between scenarios (Marble Elephant).

Animal Training. It seems as if it's one week + one week/CHA mod over 1.

It basically boils down to this is an area that the organized campaign hand-waves to make things easier. For example one can roll a Day Job while diseased and gain gold that would represent 5 weeks worth of work but not have to deal with the disease over this time period. If the next scenario only takes a small amount of time you could continue being diseased through to the next Day Job roll, etc.

Honestly I don't see the abuse of letting druids 'instantly' train animal companions as the campaign is letting paladins do this without anyone complaining. Further, as I've said all along the option to hire an animal trainer should be available. There just wasn't the hue and cry because most druids just put the 4HD bump into INT so that they didn't have to deal with it. Honestly a hired trainer might be the best solution as it seems people need there to be a gold cost associated with it to ease their worried minds. Say 20gp per week (i.e. trick) would be more than enough (double the normal profession income for the roll).

-James


Michael Griffin-Wade wrote:


James, It seems like the information is simply circumstantial rather than anecdotal.

Its not anecdotal, it's simply from a rules' perspective.

You could require, as Hogarth suggested, limitations on wizards copying spells into their spellbooks based on their STR score or how many ranks in rope use that they have.

Perhaps you would hear a large cry about it, and perhaps you would not. Your hearing from your players does not make this a good or bad rule. It is a silly rule regardless and you really shouldn't need someone else to tell you that...

Do you, personally, think that a Paladin with 1 rank in handle animal should be 5 (or more) times the animal trainer as a Druid with the same handle animal modifier?

Is the rule even needed? I've argued this since the limitation was there. If other things that take a month or longer happen between scenarios, why not letting a druid try to train their companion-

1. Once for each trick slot available. Failing means they have to wait until after the next scenario.

2. For as many tricks as they can achieve on take 10 (personally if its required this would be my choice as you then don't need a GM to witness a ton of rolls while they're finishing up a slot).

3. For what they could do over a 6 week period (to allow for all the training for a purpose options).

4. For what they could do over a 4 week period (in keeping with lost Paladin mounts and magic item recharges that are allowed).

5. One trick themselves, then hire a NPC trainer for as many other slots as they desire.

I don't understand where people claim 'infinite' animal companions, and other such hyperbole. What's really gained if a druid can start a scenario with a fully trained animal companion after they've lost one? Is it any more 'unbalancing' as a PC that gets to use a 1/month magic item in each scenario?

-James

Grand Lodge 3/5

james maissen wrote:
Michael Griffin-Wade wrote:


James, It seems like the information is simply circumstantial rather than anecdotal.

Its not anecdotal, it's simply from a rules' perspective.

You could require, as Hogarth suggested, limitations on wizards copying spells into their spellbooks based on their STR score or how many ranks in rope use that they have.

Perhaps you would hear a large cry about it, and perhaps you would not. Your hearing from your players does not make this a good or bad rule. It is a silly rule regardless and you really shouldn't need someone else to tell you that...

Do you, personally, think that a Paladin with 1 rank in handle animal should be 5 (or more) times the animal trainer as a Druid with the same handle animal modifier?

Is the rule even needed? I've argued this since the limitation was there. If other things that take a month or longer happen between scenarios, why not letting a druid try to train their companion-

1. Once for each trick slot available. Failing means they have to wait until after the next scenario.

2. For as many tricks as they can achieve on take 10 (personally if its required this would be my choice as you then don't need a GM to witness a ton of rolls while they're finishing up a slot).

3. For what they could do over a 6 week period (to allow for all the training for a purpose options).

4. For what they could do over a 4 week period (in keeping with lost Paladin mounts and magic item recharges that are allowed).

5. One trick themselves, then hire a NPC trainer for as many other slots as they desire.

I don't understand where people claim 'infinite' animal companions, and other such hyperbole. What's really gained if a druid can start a scenario with a fully trained animal companion after they've lost one? Is it any more 'unbalancing' as a PC that gets to use a 1/month magic item in each scenario?

-James

Ok, so we agree. This is your opinion based on the rules. It's your perspective based on evidence.

I don't refute your points. But more than a few people have tried to bring to your attention that you seem to be conflating the issue. For most of us who run tables, not only do we not have a problem with this issue, but our players don't seem to have an issue with this.

It would seem that you seem to have a point of view, that seems to state, that you find the design philosophies so out of step with the rest of the Pathfinder RPG. I can understand that, you've presented you're case.

But if I want to be persuaded, I and others need to see anecdotal evidence to see this is a problem.

I think that we can agree that you find some of the rules annoying and silly. Run some tables and bring us back some experiences, then get your reports in. You seem to have put a lot of thought into PFS, see what happens in practice.

I'm not trying to shut you down, I'm just saying give things a chance and report back what happens.

The Exchange 5/5

Pathfinder Rulebook Subscriber
K Neil Shackleton wrote:
james maissen wrote:

A druid and a paladin both lose their companions in a session. Say they are level 10. The druid has 10 ranks in Handle animal and the Paladin has 1 rank. The paladin brings in a new one next session full trained, while the druid spends 1-2 levels retraining his.

And what's gained here?

Are trained animals that unbalancing to the campaign?

-James

The paladin takes a penalty for the rest of the session, on top of losing the mount. Assuming he took a mount and not a bonded weapon.

Trained animals are not unbalanced. Unlimited trained animals are.

how is the druid getting unlimited trained animals? that sounds like what the paladin is getting.

And the druid takes a penalty during the game too: their animal companion is dead and gone, unless they can take 24hours to perform a ritual to summon a new one.

there's penalties in both cases. and the paladin here seems to be suffering from an unlimited stable of wartrained mounts.


Michael Griffin-Wade wrote:
I don't refute your points. But more than a few people have tried to bring to your attention that you seem to be conflating the issue. For most of us who run tables, not only do we not have a problem with this issue, but our players don't seem to have an issue with this.

My experience has been that no one has had a problem with it, but my experience has also been that enforcement of tricks, training, etc. has been almost non-existent. In fact, there have been cases where the GM was surprised that my animal wasn't acting and I had to explain that my animal isn't trained and therefore won't do much on its own and won't attack unusual creatures in any case, etc.

All that aside, "I don't think anyone will complain about it" is terrible if it's the only criterion being used when adding a new house rule. Personally, I think there should be:

  • a real problem;
  • that is a PFS-specific problem, not an error in the rulebook;
  • that has a solution that improves the play experience for most players

before a PFS house rule is added. YMMV, of course. For instance, I'm perfectly happy with having no crafting in PFS; I think that's a great house rule.


Michael Griffin-Wade wrote:
For most of us who run tables, not only do we not have a problem with this issue, but our players don't seem to have an issue with this.

What don't they have an issue with? And what don't you have an issue with?

You don't find it strange/odd that a summoner, paladin, or sorcerer with the same handle animal modifier as a druid is significantly a better animal trainer?

Or its just 'its not worth bothering to fix'? I can understand this thought to some extent, but seeing as the coordinators are putting out new versions of this.. they are putting time into it, needed or not.

You didn't answer me before, did you play LG, Arcanis, Blackmoor, Living City, or any of the other living campaigns that predate PFS?

There can be a large number of 'rules' that aren't going to end the world, but really have no reason for existing.

Do you see this limitation on handle animal as solving anything? What does it add to include it rather than something else?

Do you see this latest 'fix' to the prior handle animal limitation as worth the effort involved?

Again I can understand the 'if it's not broke don't fix it', but on that same coin is the 'you are going to fix it so why not fix it right?'.

I recall when one LG coordinator overhauled the LG campaign document. It was a mammoth undertaking as these rules had accumulated for no real reason much like clutter can occur in one's room. The spring cleaning was delayed so long that it had become difficult to walk around there. People had trouble honestly understanding all the rules therein and they presented as much difficulty as more obscure core rules do for everyone. I did pretty much the same thing for Blackmoor (with the help of another or two) and it too was way more work than it needed to be.

-James

Grand Lodge 3/5

hogarth wrote:
Michael Griffin-Wade wrote:
I don't refute your points. But more than a few people have tried to bring to your attention that you seem to be conflating the issue. For most of us who run tables, not only do we not have a problem with this issue, but our players don't seem to have an issue with this.

My experience has been that no one has had a problem with it, but my experience has also been that enforcement of tricks, training, etc. has been almost non-existent. In fact, there have been cases where the GM was surprised that my animal wasn't acting and I had to explain that my animal isn't trained and therefore won't do much on its own and won't attack unusual creatures in any case, etc.

All that aside, "I don't think anyone will complain about it" is terrible if it's the only criterion being used when adding a new house rule. Personally, I think there should be:

  • a real problem;
  • that is a PFS-specific problem, not an error in the rulebook;
  • that has a solution that improves the play experience for most players

before a PFS house rule is added. YMMV, of course. For instance, I'm perfectly happy with having no crafting in PFS; I think that's a great house rule.

So basically just as I stated before, you seem to have an issue with design philosophy. To which I also come back with, how many tables that you run or play with have a problem with this.

We can argue about what is right or wrong forever, but sometimes we just have to go back to our tables and see what happens when changes are made.

The Exchange 5/5

Pathfinder Rulebook Subscriber

we play this game for fun. in society for fun.

the arbitrary rule of how many traits a replaced animal companion can start with doesn't change what a higher level character can do with a disposable animal companion. as long as they can start the game with 2 bonus tricks, most builds can be pushed to have their animal on "guard" , and take two attack tricks for combat. the rule does not prevent abuse of the class ability.

the rule stifles creativity and fun for new characters who want to try out having a different animal companion for a few sessions, or who want an animal companion that's more suited to the climate they'll be adventuring in.

give me a high level druid. I'll give him a 5 charisma, and have a druid with a throw away animal companion every game. The guide or the FAQ can't stop me from playing my character the way I want to play him. PETA be damned.

Hell, give me a summoner and I'll give him a low charisma, and get an even STRONGER animal companion, one that i don't need a skill to train.
the guide and the game can't balance that. so stop trying.

If the guide / faq developers take issue with whats ambiguous in the time between sessions: fix the time between sessions rather than arbitrarily penalizing classes. LG had a fine system for time units and what could be done with them between games.

Grand Lodge 3/5

Seraphimpunk wrote:

how is the druid getting unlimited trained animals? that sounds like what the paladin is getting.

And the druid takes a penalty during the game too: their animal companion is dead and gone, unless they can take 24hours to perform a ritual to summon a new one.

there's penalties in both cases. and the paladin here seems to be suffering from an unlimited stable of wartrained mounts.

A paladin takes a penalty above and beyond the absence of the mount.


K Neil Shackleton wrote:


A paladin takes a penalty above and beyond the absence of the mount.

You still haven't answered what the problem with a druid coming into the next scenario with a replaced animal companion fully trained is.

And you haven't explained why this isn't an issue for it to happen with a paladin, though by this you are aware that they suffer a greater (by core rules) penalty for its loss and have to wait longer to replace and retrain them in the core rules.

-James


So is there any rule anywhere that suggests that you CAN´T purchase NPC Animal Training services?
By the Core Rules, it seems like the ´normal´ standard would be 3 tricks per week if that matters.
(at 9 hours day of training, maybe the standard should be 2 tricks/week, but more re-attempted rolls should probably be allowed in that case)
Normal Hireling services seem under-costed, but whatever. The Equpment prices for combat-trained horses/ponies/dogs seem to indicate that combat trained´ results in 50% higher price - though if you are bringing your own mount (and accepting the chance that they will fail the Handle Animal checks), I suppose you could get a discount (i.e. normal NPC hireling rate).

I would say that it seems VERY CURIOUS that PFS DOES seem to be making the assumption that 30 days has passed re: the Paladin´s Mount, but not for any other aspect related to Animal Companions. (not to mention that the 30 days for the Paladin´s Mount conflicts with no time passing for Afflictions) To be most consistent, Paladins should probably have to wait until they level up to regain the services of a Mount, since that is the time-independent function of their Mount ability.

Probably the lack of Elephants is more damaging to the game though... ;-)

Grand Lodge 3/5

james maissen wrote:
.
james maissen wrote:
What don't they have an issue with? And what don't you have an issue with?

The current state of rules for Druid animal companions.

james maissen wrote:
You don't find it strange/odd that a summoner, paladin, or sorcerer with the same handle animal modifier as a druid is significantly a better animal trainer?

No I don't. But I feel that if enough people reported it being a problem. Then either there would be a change in the Pathfinder RPG, or in the PFS. Which is why I suggest going back to your table and observing if this problem exists with other people you play with.

james maissen wrote:
Or its just 'its not worth bothering to fix'? I can understand this thought to some extent, but seeing as the coordinators are putting out new versions of this.. they are putting time into it, needed or not.

Anything is worth fixing if broken, but time is a finite thing and if you are going to make a correction, then you want to do it just once. Player experiences play into that. YOu can give Paizo better feedback through experiences run at a table, rather that just giving your POV. Consider PFS kinda like a play test (my opinion, not Paizo's) the more evidence you give, the better they can use it.

james maissen wrote:
You didn't answer me before, did you play LG, Arcanis, Blackmoor, Living City, or any of the other living campaigns that predate PFS?

Played some Living Greyhawk. Never held any leadership roles.

james maissen wrote:
There can be a large number of 'rules' that aren't going to end the world, but really have no reason for existing.

Not sure where your going with this. But this is true in a general sense.

james maissen wrote:

Do you see this limitation on handle animal as solving anything? What does it add to include it rather than something else?

I don't like changing rules without enough though put behind it. I'm sure that you feel that your position is right, but I and others feel that its going to take information to change it. Plus I also hate it when people hate it when the say things to me like; "So what's the rule for this today, and what will be the rule tomorrow."

Do you see this latest 'fix' to the prior handle animal limitation as worth the effort involved?

Again I can understand the 'if it's not broke don't fix it', but on that same coin is the 'you are going to fix it so why not fix it right?'.

I recall when one LG coordinator overhauled the LG campaign document. It was a mammoth undertaking as these rules had accumulated for no real reason much like clutter can occur in one's room. The spring cleaning was delayed so long that it had become difficult to walk around there. People had trouble honestly understanding all the rules therein and they presented as much difficulty as more obscure core rules do for everyone. I did pretty much the same thing for Blackmoor (with the help of another or two) and it too was way more work than it needed to be.

-James

I can't recall the LGC document, but I think that I can take your word for it. On the flip side, you certainly make the case for what I'm talking about. Changes need vetting. Get your feedback from your players and report often.


Michael Griffin-Wade wrote:
I can't recall the LGC document, but I think that I can take your word for it. On the flip side, you certainly make the case for what I'm talking about. Changes need vetting.

I can certainly agree with that.

Likewise I think that you can agree that if something isn't solving anything, then there's no reason for it to be there at all.

What is the reason behind (/what does it solve by):

1. Limiting the number of tricks an animal can be taught between sessions.
2. Disallowing training for a purpose.
3. Changing the number of tricks that can be trained from 1 to CHA mod, irrespective of Handle animal skill ranks?

If you could lend light on any of these that would be helpful to me.

Others have stated that they think 'infinite' animal companions are 'broken', but I don't really understand what they mean by it and they haven't ever explained themselves.

As to the LGC document I can find copies of the before and after if you'd like. In my anecdotal experience its helpful to see what mistakes other campaigns have made in the past so that you don't do likewise. I've seen other campaigns do just this when the administration involved had enough experience with prior campaigns to know better.

-James

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