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High level Conjuration Wizard seems OP...
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<blockquote data-quote="iserith" data-source="post: 7148115" data-attributes="member: 97077"><p>When I DM and someone takes a character that will do any summoning or has minions, my major concern isn't how much damage they can put out, but how much their choices impact the pace of the game and the control of the spotlight. It's really easy to adjust for DPR. It's less easy to deal with how much slower the player makes the game or how much more spotlight he or she demands because of all the summoned creatures.</p><p></p><p>If a player has to control his or her character, plus X number of other "characters," that slows the game down a lot no matter how efficient the player is at managing things. This is especially true at higher levels because each player tends to take extra time at higher levels to complete their turn in my experience. To me, this is a problem because I really prefer a fast-paced game.</p><p></p><p>So in addition to getting advice on your build, I would strongly recommend you talk to your DM about what sort of impact all of these extra turns in the initiative is going to do for the pace of the game. You don't want a DM (or other players) unhappy with your character build. He or she may not know what kind of impact a summoner can have in this regard.</p><p></p><p>I have a necromancer in my current campaign. He asked me before creating the character what the general view of necromancy is in the campaign setting. I told him, in general, nobody is going to have a major issue with it until you start slowing down the game. So he sticks to two skeletons and two zombies and works hard to make sure his turns are completed in a manner that minimizes pacing and spotlight issues. We worked it out beforehand and I recommend you do the same.</p></blockquote><p></p>
[QUOTE="iserith, post: 7148115, member: 97077"] When I DM and someone takes a character that will do any summoning or has minions, my major concern isn't how much damage they can put out, but how much their choices impact the pace of the game and the control of the spotlight. It's really easy to adjust for DPR. It's less easy to deal with how much slower the player makes the game or how much more spotlight he or she demands because of all the summoned creatures. If a player has to control his or her character, plus X number of other "characters," that slows the game down a lot no matter how efficient the player is at managing things. This is especially true at higher levels because each player tends to take extra time at higher levels to complete their turn in my experience. To me, this is a problem because I really prefer a fast-paced game. So in addition to getting advice on your build, I would strongly recommend you talk to your DM about what sort of impact all of these extra turns in the initiative is going to do for the pace of the game. You don't want a DM (or other players) unhappy with your character build. He or she may not know what kind of impact a summoner can have in this regard. I have a necromancer in my current campaign. He asked me before creating the character what the general view of necromancy is in the campaign setting. I told him, in general, nobody is going to have a major issue with it until you start slowing down the game. So he sticks to two skeletons and two zombies and works hard to make sure his turns are completed in a manner that minimizes pacing and spotlight issues. We worked it out beforehand and I recommend you do the same. [/QUOTE]
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