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Am I missing something about Conjure Animal
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<blockquote data-quote="Croesus" data-source="post: 7084107" data-attributes="member: 35019"><p>This is a huge limitation, as so many good druid spells are concentration. I often cast <em>pass without trace</em> while the party is exploring, but once combat starts, what then? <em>Entangle, spike growth, heat metal, conjure animals</em> - all are concentration, meaning I'll lose the <em>pass without trace</em> spell. The druid has some great battlefield control effects, but generally can only use one. If the player is casting <em>conjure animals</em>, he's forgoing many other options. </p><p></p><p></p><p></p><p>I worked up a spreadsheet showing all the beasts in the MM by CR:</p><p>1/8 = 11 options</p><p>1/4 = 20 options</p><p>1/2 = 9 options</p><p>1 = 11 options</p><p>2 = 9 options</p><p></p><p>Some are aquatic, so that skews things a bit (no point in a shark showing up in the desert), but as you can see, the player will be very unsure exactly what will appear. This tends to tone down the spell's power noticeably.</p><p></p><p>One last note: the most common complaint I've seen for the <em>conjure</em> spells is that the player takes too much time at the table, running both his/her own character and the summoned creatures. If a player can't run the conjured animals in a timely manner, see if you can create "shortcuts" to help, such as all animals target the same creature, if possible (so you can roll all the attacks together). It took my group a little time, but we've gotten things to a point that these spells don't slow down play any more than a wizard who can't decide which spell to cast on his turn.</p></blockquote><p></p>
[QUOTE="Croesus, post: 7084107, member: 35019"] This is a huge limitation, as so many good druid spells are concentration. I often cast [I]pass without trace[/I] while the party is exploring, but once combat starts, what then? [I]Entangle, spike growth, heat metal, conjure animals[/I] - all are concentration, meaning I'll lose the [I]pass without trace[/I] spell. The druid has some great battlefield control effects, but generally can only use one. If the player is casting [I]conjure animals[/I], he's forgoing many other options. I worked up a spreadsheet showing all the beasts in the MM by CR: 1/8 = 11 options 1/4 = 20 options 1/2 = 9 options 1 = 11 options 2 = 9 options Some are aquatic, so that skews things a bit (no point in a shark showing up in the desert), but as you can see, the player will be very unsure exactly what will appear. This tends to tone down the spell's power noticeably. One last note: the most common complaint I've seen for the [I]conjure[/I] spells is that the player takes too much time at the table, running both his/her own character and the summoned creatures. If a player can't run the conjured animals in a timely manner, see if you can create "shortcuts" to help, such as all animals target the same creature, if possible (so you can roll all the attacks together). It took my group a little time, but we've gotten things to a point that these spells don't slow down play any more than a wizard who can't decide which spell to cast on his turn. [/QUOTE]
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