Design & Development
By Logan Bonner and Stephen Radney-MacFarland
Logan: My first familiar was a monkey. In my first session, I sent it to scout, it died, and I lost XP. It turned out that it usually was better if you just left a familiar in your backpack and enjoyed its bonuses, but that's not very satisfying. The main goal for designing 4E familiars was to get them out of the backpack and onto the battlefield once in a while.
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About the Authors
Logan Bonner traded the Great Plains of Kansas for Seattle when he landed a job at Wizards of the Coast. As a mechanical designer, he has worked on Dungeon Tiles, D&D Miniatures, Forgotten Realms Player's Guide, and Adventurer's Vault.
Born on a stormy Christmas day, in our nation's capital, during the Nixon administration, the stars were definitely wrong when Stephen Radney-MacFarland came screaming into the world. Spending most of his impressionable years as a vagabond and ne're-do-well, Stephen eventually settled in the Northwest to waste his life on roleplaying games.
Once that RPGA guy, Stephen is now a developer in RPG R&D where he doesn't create the traps… he just makes them deadlier. He also teaches a class on roleplaying design for the Art Institute of Seattle, molding the minds of young and upcoming designers. Be afraid. Be very afraid.