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*Dungeons & Dragons
D&D Next playtest post mortem by Mike Mearls and Rodney Thompson. From seven years ago.
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<blockquote data-quote="James Gasik" data-source="post: 8770068" data-attributes="member: 6877472"><p>There's a certain itch that can be scratched by playing a character who has minions at their command, or can summon up a powerful entity to fight for them.</p><p></p><p>The issues are generally that, unless you're very conservative about this (the minion is no stronger than you are, you have to use your actions to control it), this becomes a very effective strategy, simply due to action economy.</p><p></p><p>My gang of tiny objects didn't do a lot of damage singly, but they had a great bonus to hit, and the damage they did each turn in aggregate was noticeable enough that my DM asked me to stop- and he felt bad, since I'd gone to a lot of effort to make custom things to animate (I went to a local dollmaker and had them make fairy dolls out of sturdy materials so I could reuse them), and I'd been struggling with my spell list as a Sorcerer, plus it was obvious I was having fun. But this tactic was so effective Animate Objects was the only spell I'd needed to cast for a major encounter!</p><p></p><p>I didn't fully agree with this assessment, but I could see his point. Personally, I think it had more to do with him being loath to "waste" attacks on my doll minions, which has always been another issue with minion-mancy; extra bodies to suck up attacks.</p><p></p><p>It's a shame, because summoner would be a fun archetype, but the additional complexity can be detrimental to the game. You can't just add more bodies to a fight because a guy has minions he can add with a class feature!</p><p></p><p>Unless you turn it around and have an enemy summoner, at which point, the encounter might take a very long time...</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8770068, member: 6877472"] There's a certain itch that can be scratched by playing a character who has minions at their command, or can summon up a powerful entity to fight for them. The issues are generally that, unless you're very conservative about this (the minion is no stronger than you are, you have to use your actions to control it), this becomes a very effective strategy, simply due to action economy. My gang of tiny objects didn't do a lot of damage singly, but they had a great bonus to hit, and the damage they did each turn in aggregate was noticeable enough that my DM asked me to stop- and he felt bad, since I'd gone to a lot of effort to make custom things to animate (I went to a local dollmaker and had them make fairy dolls out of sturdy materials so I could reuse them), and I'd been struggling with my spell list as a Sorcerer, plus it was obvious I was having fun. But this tactic was so effective Animate Objects was the only spell I'd needed to cast for a major encounter! I didn't fully agree with this assessment, but I could see his point. Personally, I think it had more to do with him being loath to "waste" attacks on my doll minions, which has always been another issue with minion-mancy; extra bodies to suck up attacks. It's a shame, because summoner would be a fun archetype, but the additional complexity can be detrimental to the game. You can't just add more bodies to a fight because a guy has minions he can add with a class feature! Unless you turn it around and have an enemy summoner, at which point, the encounter might take a very long time... [/QUOTE]
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D&D Next playtest post mortem by Mike Mearls and Rodney Thompson. From seven years ago.
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