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I Calculated CRs for the Tasha Summon Stat Blocks
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<blockquote data-quote="squibbles" data-source="post: 8138201" data-attributes="member: 6937590"><p>I've skimmed several threads, reviews, etc. that mention the new summoning spells, mostly positively, and finally got around to reading all of the spells themselves.</p><p></p><p>...I don't get it.</p><p></p><p>Why on earth are there nine of them?</p><p></p><p>As you've calculated, they're all about the same CR when cast at equal spell level. I get that bit. But they also work <strong><em>VERY </em></strong>similarly--a couple are ranged, a couple are large, a couple can fly, damage types differ, each gets <em>one </em>combat ability that slightly differentiates it from the others. Sure.</p><p></p><p>But did I need 3 near-identical functioning summoning spells at 3rd AND 4th level? Am I missing something?</p><p></p><p>They could have made constructs big and smashy with lots of HP, one big slam attack, and a bunch of immunities, made aberations small and squishy but with a bunch of cool condition causing abilities, and made elementals super varied with a bunch of non-combat toolbox stuff. But the constructs are <em>medium</em>; At 4th level a construct has 40 HP and 1d8+8 damage, while an aberration has... 40 HP and 1d8+7 or 1d10+7 damage, with their attack bonuses and numbers of attacks scaling identically.</p><p></p><p>It's not bad having options, and there's nothing fundamentally wrong with the basic mechanics, but these spells seem like a whole lot of words for not a lot of content. Wouldn't one spell each for levels 2-6 have sufficed? Or even fewer?</p><p></p><p>Sorry if my diatribe is too far off topic, but it seemed better to reply here than to start a new thread.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8138201, member: 6937590"] I've skimmed several threads, reviews, etc. that mention the new summoning spells, mostly positively, and finally got around to reading all of the spells themselves. ...I don't get it. Why on earth are there nine of them? As you've calculated, they're all about the same CR when cast at equal spell level. I get that bit. But they also work [B][I]VERY [/I][/B]similarly--a couple are ranged, a couple are large, a couple can fly, damage types differ, each gets [I]one [/I]combat ability that slightly differentiates it from the others. Sure. But did I need 3 near-identical functioning summoning spells at 3rd AND 4th level? Am I missing something? They could have made constructs big and smashy with lots of HP, one big slam attack, and a bunch of immunities, made aberations small and squishy but with a bunch of cool condition causing abilities, and made elementals super varied with a bunch of non-combat toolbox stuff. But the constructs are [I]medium[/I]; At 4th level a construct has 40 HP and 1d8+8 damage, while an aberration has... 40 HP and 1d8+7 or 1d10+7 damage, with their attack bonuses and numbers of attacks scaling identically. It's not bad having options, and there's nothing fundamentally wrong with the basic mechanics, but these spells seem like a whole lot of words for not a lot of content. Wouldn't one spell each for levels 2-6 have sufficed? Or even fewer? Sorry if my diatribe is too far off topic, but it seemed better to reply here than to start a new thread. [/QUOTE]
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I Calculated CRs for the Tasha Summon Stat Blocks
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