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General Tabletop Discussion
*TTRPGs General
Are Summon Monster Spells Underpowered(and how would you fix it?)
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<blockquote data-quote="The Sigil" data-source="post: 852448" data-attributes="member: 2013"><p>As Frank mentioned, the flexibility of the Summon spells is an excellent thing... they're kind of like a Swiss Army knife spell - a different creature for a different job. Don't underestimate that. Also, the ability to summon multiple weaker creatures isn't all that bad either, for reasons I'll touch on in a moment.</p><p></p><p>However, in my mind, Summon Monster spell's most effective use is as part of a combo attack - it's the ultimate "support" spell. Why? Because it allows you to control tactics on the battlefield.</p><p></p><p>Possible tactics:</p><p></p><p>1.) The obvious one is the classic one - cause the Summoned Monsters to appear in a flanking position on an enemy. One wizard with one Summon Monster spell can help the three front-line fighters all get flanking by summoning multiple weaker foes and placing them strategically. Rogues will love you, too. Your opponents can mitigate this by giving up attacks on you to swat the summoned monsters - but that is blows that don't hit you, so it's as good as a pre-emptive cure spell.</p><p></p><p>2.) The twist on this is the "PREVENT FLANKING" maneuver - when one of your front-line fighters (or you yourself) is threatened with being flanked, simply Summon a Monster into the space that would complete the flank. Rogues will hate you. In order to flank you, your opponents have to waste time knocking out the summoned monster - that's blows that aren't hitting you (again)!</p><p></p><p>3.) The "target dummy" approach. Drop a line of summoned critters between you and the baddies so that your archers and/or spellcasters have time to dump more arrows and/or spells into them before they close for melee.</p><p></p><p>4.) The "synergy with (Great) Cleave and Combat Reflexes" approach - put your best fighter, who has (Great) Cleave and Combat Reflexes, next to the BBEG. Then have your wimpy weakling summoned monsters move through your fighter buddy's threatened area (and not Mr. BBEG's) and let the fighter thump them into the ground with the resultant AoO - then use the "free" attack from (Great) Cleave to whomp the BBEG. Works best with a High-Dex, High-Str fighter with Great Cleave and therefore lots of AoOs (and free thumps on the BBEG).</p><p></p><p>There are more uses, but these four - especially the last one - are the most fun "synergistic" uses of Summon Monster - and help make it quite versatile and balanced for its level (s).</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 852448, member: 2013"] As Frank mentioned, the flexibility of the Summon spells is an excellent thing... they're kind of like a Swiss Army knife spell - a different creature for a different job. Don't underestimate that. Also, the ability to summon multiple weaker creatures isn't all that bad either, for reasons I'll touch on in a moment. However, in my mind, Summon Monster spell's most effective use is as part of a combo attack - it's the ultimate "support" spell. Why? Because it allows you to control tactics on the battlefield. Possible tactics: 1.) The obvious one is the classic one - cause the Summoned Monsters to appear in a flanking position on an enemy. One wizard with one Summon Monster spell can help the three front-line fighters all get flanking by summoning multiple weaker foes and placing them strategically. Rogues will love you, too. Your opponents can mitigate this by giving up attacks on you to swat the summoned monsters - but that is blows that don't hit you, so it's as good as a pre-emptive cure spell. 2.) The twist on this is the "PREVENT FLANKING" maneuver - when one of your front-line fighters (or you yourself) is threatened with being flanked, simply Summon a Monster into the space that would complete the flank. Rogues will hate you. In order to flank you, your opponents have to waste time knocking out the summoned monster - that's blows that aren't hitting you (again)! 3.) The "target dummy" approach. Drop a line of summoned critters between you and the baddies so that your archers and/or spellcasters have time to dump more arrows and/or spells into them before they close for melee. 4.) The "synergy with (Great) Cleave and Combat Reflexes" approach - put your best fighter, who has (Great) Cleave and Combat Reflexes, next to the BBEG. Then have your wimpy weakling summoned monsters move through your fighter buddy's threatened area (and not Mr. BBEG's) and let the fighter thump them into the ground with the resultant AoO - then use the "free" attack from (Great) Cleave to whomp the BBEG. Works best with a High-Dex, High-Str fighter with Great Cleave and therefore lots of AoOs (and free thumps on the BBEG). There are more uses, but these four - especially the last one - are the most fun "synergistic" uses of Summon Monster - and help make it quite versatile and balanced for its level (s). --The Sigil [/QUOTE]
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