Whizbang Dustyboots said:
Do you ever use mules or pack animals in D&D? I think in 28 years of playing D&D, I've maybe used one once. In contrast, when they were available in Dungeon Siege (a wildly underrated CRPG, IMO!), I loved them.
I'm thinking it's time to change that.
Are there any problems with pack animals in dungeons that I should be aware of? Any issues with them otherwise? Should I be sweet-talking my DM for a magebred mule instead or something?
If it's too big to carry, it's probably not worth it. At least that's the way I picture it. I don't believe I've ever been in an adventure where I was forced to carry something heavy. Also there are Bags of Holding, which are much more useful.
Mounts are fragile (low hit points/AC/saves), don't move well in dungeons (for the most part, the rules don't make it difficult for a mule to walk up a set of steep dungeon stairs, and doesn't even require a Handle Animal check, but you picture them having trouble in there) and they take up time in terms of feeding, handling and in combat.
Things only get worse if you don't have the right skills and need to hire a team of "mulers" ... more fragile NPCs to make things more complicated and worse, they talk and think, and might not want to enter dangerous areas like horrid deserts or dangerous dungeons. (You can force the mule into a dungeon, but it's not nice to the mule.) Intelligent NPCs might deliberately target mules or "mulers" in hit-and-run attacks just to make things difficult, sort of like a desert spellcaster using Corrupt Water to spoil water supplies and potions. The PCs really shouldn't be carrying more than, well, what they can carry.
In fact, if you summon a pack mule, you might only be making things worse. In addition to the usual damage, they can be caught in an area dispel and "killed" that way, causing all your possessions to drop. This can be a problem if you're crossing a bridge across lava, or in the middle of combat, or if you have fragile possessions, etc.