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Am I missing something about Conjure Animal
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<blockquote data-quote="Shadowdweller00" data-source="post: 7086641" data-attributes="member: 6778479"><p>The spell is overwhelmingly powerful at first...but it does get a bit better as party and challenge level increases (while remaining merely...incredibly powerful). Dealing with the logistics of the spell is my biggest headache, like that of many other DMs. My general DM table rules to streamline the spell and combat in general are:</p><p></p><p>1) If you can't resolve the spell, or any other tactic within 1 minute...your turn ends and anything else gets "lost in the confusion of combat." One minute is actually a pretty long amount of time...I try to aim for 5-10 second combat turns.</p><p></p><p>2) I expect any PCs that use the spell to have the animal listings ready before they use the spell. If the player doesn't own the appropriate book, I hand them a pencil, notecards, and my copy of the monster manual before the session begins and tell them to get writing. (Not directly pertaining to this spell - I expect PCs who use any spell to either know the effects or to have the spell listing readily available when their turn comes around)</p><p></p><p>3) I expect PCs that use the spell to have multiple d20s and other dice on hand, so as to be able to make multiple attack rolls at once. If the PC doesn't possess the needed dice...they borrow some of mine <em>for the entire session and keep them close at hand if they want to use the spell.</em></p><p></p><p>4) I don't allow fine control over the animals conjured. The character can effectively point and say "You go there", and/or "Attack that enemy". Or "Carry me over there". Or something similar.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 7086641, member: 6778479"] The spell is overwhelmingly powerful at first...but it does get a bit better as party and challenge level increases (while remaining merely...incredibly powerful). Dealing with the logistics of the spell is my biggest headache, like that of many other DMs. My general DM table rules to streamline the spell and combat in general are: 1) If you can't resolve the spell, or any other tactic within 1 minute...your turn ends and anything else gets "lost in the confusion of combat." One minute is actually a pretty long amount of time...I try to aim for 5-10 second combat turns. 2) I expect any PCs that use the spell to have the animal listings ready before they use the spell. If the player doesn't own the appropriate book, I hand them a pencil, notecards, and my copy of the monster manual before the session begins and tell them to get writing. (Not directly pertaining to this spell - I expect PCs who use any spell to either know the effects or to have the spell listing readily available when their turn comes around) 3) I expect PCs that use the spell to have multiple d20s and other dice on hand, so as to be able to make multiple attack rolls at once. If the PC doesn't possess the needed dice...they borrow some of mine [I]for the entire session and keep them close at hand if they want to use the spell.[/I] 4) I don't allow fine control over the animals conjured. The character can effectively point and say "You go there", and/or "Attack that enemy". Or "Carry me over there". Or something similar. [/QUOTE]
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Am I missing something about Conjure Animal
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