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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)

ForceUser said:
I also play a druid. SNA is uncommonly cool, even moreso in 3.5. The point of most SNA monsters is to soak damage your allies would otherwise have to take. But there are a few other applications a clever player can use:

  • Summon a hippogriff to fight for you at very low levels. For a 2nd level spell, hippogriff is a lot of bang for your buck. And it flies. At mid-levels, summon a clutch of hippogriffs to harry flying, fleeing, or fast-moving foes. Each has three attacks per round, does decent damage, and is a large creature!
  • Provided you can speak the right languages: summon a small earth, air, or water elemental to scout ahead in the appropriate environment. Xorns are also great for scouting dungeons.
  • Summon a unicorn or five to heal your party during downtime. Provided your druid speaks Sylvan, in combat have your summoned unicorns each bodyguard one party member, providing them with healing, meat shield, and a constant magic circle against evil.
  • Summon a clutch of arrowhawks to fight outsiders with particularly nasty spell resistance. The arrowhawks' lightning breath is a supernatural touch attack, and thus bypasses SR. Works great on horned devils.
These uses of SNA are just off the top of my head. It's a great series of spells.

1) At second level SNA last 2 rounds and you give up a rounds to cast it, Id rather give up a round to cast true strike and the next round cast blinding spittle which is a much more efeective spell choice and lasts 10m/level effectively disabling any spell caster immediately.
2) Scouting !! ???
Even at mid to high levels the things last 10 rounds at most, that mean a xorn could scout a whole 100' before it had to come back and then would have 1 round to report what it saw..
3) Unicorn can heal,
a 4th level spell to summon a create that can do 3 CLW and one cure moderate.. at 9th level CLW are really not worth much. And again the things only last 9 rounds in combat, if you have a party of 5 by the time you have summoned the 5th one the first one is over half used, probably out of healing spells and you have burnt all your top level spells. Hardly a game breaking tactic
Best use of unicorn is probably the magic circle vs evil

As for SR, if It has SR Ill just buff the crap out of the fighter, much better use of my spells ;)

Majere
 

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Majere said:
1) At second level SNA last 2 rounds and you give up a rounds to cast it, Id rather give up a round to cast true strike and the next round cast blinding spittle which is a much more efeective spell choice and lasts 10m/level effectively disabling any spell caster immediately.
2) Scouting !! ???
Even at mid to high levels the things last 10 rounds at most, that mean a xorn could scout a whole 100' before it had to come back and then would have 1 round to report what it saw..
3) Unicorn can heal,
a 4th level spell to summon a create that can do 3 CLW and one cure moderate.. at 9th level CLW are really not worth much. And again the things only last 9 rounds in combat, if you have a party of 5 by the time you have summoned the 5th one the first one is over half used, probably out of healing spells and you have burnt all your top level spells. Hardly a game breaking tactic
Best use of unicorn is probably the magic circle vs evil

As for SR, if It has SR Ill just buff the crap out of the fighter, much better use of my spells ;)

Majere
Oh, ye doubter, I'm telling you these are tactics that have worked well for me and mine. I can't help it if you choose not to believe me. ;)
 

These do seem rather absurd

jgsugden said:
In a good game, yes.Run completely out of spells? No. Run out of their high level spells? Yes. Those are the spells that make most of the impact. The other stuff gives them something to do, but it is rarely important in a combat.

Spellcasters start off strong and then wane in power. The melee classes tend to be balanced in power (as long as they're not helpless) throughout the adventure. If the DM runs games where the PCs never fight when low on resources, the spellcasters are relatively more powerful than the fighters. *It is up to the DM to manage this aspect of the game*. The DM needs to change the pace every once in a while if the spellcasters are dominating every combat and then resting before continuing on in the adventure.

If you're finding that your spellcasters are too powerful on a regular basis, here are a few adventure ideas that can help:

* The PCs must venture onto the demi-plane of nightmares to retrieve a lost artifact needed to stop an ancient threat that will arrive in two days. The plane may only be entered at midnight (though you can leave it anytime). The PCs will need to go to the plane and get as far as possible in their adventure before resting - once - and returning the following night. Spellcasters will need to ration their spells. Fighter types will need to pack extra healing materials. It creates a whole new dynamic adventure.

* The PCs are being hunted by a group of assassins that *knows* that resting will allow the spellcasters to regain spells. Not only will the spellcasters be low on spells by the end of the day, the assassins will pick a time when they're low on spells to launch their attack (perhaps after the PCs investigate a small dungeon that the assassins reveal to them so that the PCs will retrieve an item that they can not obtain). The assassins will hound them until either the PCs or the assassins are destroyed, making rest hard, if not impossible. A DM will have to be careful to keep this adventure fun for the spellcasters.

* A clever DM of mine had an adventure where the PCs had to collect 13 items from 13 spots across the world within 24 hours. That required almost all of our higher level spells for transporation and relocation, so we had to resort to lower level spells and relying upon the fighter types to best the guardians of the items.

* Similar to an idea above, a demon once assaulted the party with an artifact that stole their ability to sleep. Without it, they'd become, tired, then exhausted and then eventually go insane. The PCs had to track down the great monster and defeat it before they were destroyed by lack of sleep.

Sorry about the large quote. I have to agree with a previous poster on this one: these examples are interesting, sound fun, are creative, and are extremeley unusual. They are tailor-made to restrain the spell casters. That's fine. Just be aware that they are tailor made; the campaign-style as it were is "keep the spell casters off guard, don't let them shoot their spell-wad in 1-2 combats a day." That's great too.

However, it's not supported by the DMG.

The DMG does not say "if you canonical party is heavy in spell casters, make sure to run more random encounters/stop them from sleeping/do more time-constraint things. Vary the ways you do this so it does not get stale, etc."

Put it this way. D&D should be "balanced" so that a newbie GM, with dewbie players, can throw together a party and have an adventure / campaign where spell-lobbers don't dominiate.

We EN-Worlders can do this easily, we are generally more sophisticated than the run-of-the-mill player/GM. But, what about these run-of-the-mill players, who don't have this "meta" game information that mid-high level spellcasters need to be constrained by time factors, sleep, rushing, etc. etc. etc.?

Often spell-casters dominate. It's that simple. In a similar way Monks CAN shine, but require a campaign where they can do it. So this is what we have:

To create a "fair and balanced" campaign, a new GM should remember to:

1) Don't let spellcasters dominate by blowing all their high level spells at one time. Think of various clever ways to do this, without making the players get annoyed by all the wandering monsters. Sorry, there are no good examples in the core books. But I'm sure you can figure it out.

2) Cook up a way so that the monk's strengths (mobility, saves, grappling, etc.) are played up.

Now, do this EVERY adventure, for as long as you have a Monk/Druid/high-level caster in your group. And have fun! This will insure the players have fun too.

We can do this. I can do this. Most people can't, or don't, probably because they don't see the problem. According to the books, a Fighter18=Wizard18=Monk18. Swap and play. Done.
 

two said:
To create a "fair and balanced" campaign, a new GM should remember to:

1) Don't let spellcasters dominate by blowing all their high level spells at one time. Think of various clever ways to do this, without making the players get annoyed by all the wandering monsters. Sorry, there are no good examples in the core books. But I'm sure you can figure it out.

2) Cook up a way so that the monk's strengths (mobility, saves, grappling, etc.) are played up.

Now, do this EVERY adventure, for as long as you have a Monk/Druid/high-level caster in your group. And have fun! This will insure the players have fun too.

We can do this. I can do this. Most people can't, or don't, probably because they don't see the problem. According to the books, a Fighter18=Wizard18=Monk18. Swap and play. Done.
1) This is easy and doesn't require a metagame fix. To get a party spellcaster out of the habit of blowing his load in every single fight, start hitting him with multiple fights per day each time they're out on an adventure. I promise you, he'll learn to conserve his magic and use his spells strategically.

2) Easy again. Throw spellcasting bad guys at the party. For example, if you hit the group with a band of orcs, make one of them an adept or cleric.
 

ForceUser said:
2) Easy again. Throw spellcasting bad guys at the party. For example, if you hit the group with a band of orcs, make one of them an adept or cleric.
This is fine, if you're fighting orcs. IME, it's a rare campaign where the PCs are still fighting orcs by the time they're 10th level, let alone 20th. It happens in my campaign, but mine's an aberration in many ways.

Sure, you could do the same trick when fighting giants by having one of them be a wiz (a cleric will handily whomp a monk's butt). However, those 12+ monster HD and massive Con from being Large usually take some of the sting away.
 

It also forces the monk into one boring role

So is that it?

Monk vs. spellcaster. That's its schtick, only schtick? So every combat needs an enemy spellcaster which the Monk can get access to (i.e. not flying or etc)?

Combat after combat...hey look monk! An enemy spellcaster! What a surprise! Can you go kill it? Thanks. We will deal with the rest of them.

Fun. ? Well, everyone's different.
 

two said:
So is that it?

Monk vs. spellcaster. That's its schtick, only schtick? So every combat needs an enemy spellcaster which the Monk can get access to (i.e. not flying or etc)?

So thats it? you are a barbarian and all you do is rage and swing your sword? ;)

It all depends on how you look at it, most classes have a lot of options and choices, the monk is one of these.
 

Maybe I'm weird, but I rather expect that at least 1/3 of encounters will have a spellcaster enemy of some kind.

I mean, it's a pretty significant class... particularly if you are going up against sentient opponents, I'd expect an NPC 'party' to have them. Like a PC party, spellcasters can be the cornerstone of a strong group.

So color me baffled at the derision toward the idea of including spellcasters in opposition.
 

Will said:
Maybe I'm weird, but I rather expect that at least 1/3 of encounters will have a spellcaster enemy of some kind.

I mean, it's a pretty significant class... particularly if you are going up against sentient opponents, I'd expect an NPC 'party' to have them. Like a PC party, spellcasters can be the cornerstone of a strong group.

So color me baffled at the derision toward the idea of including spellcasters in opposition.
A lot of the time in D&D, you're not fighting an NPC "party". You're fighting dragons, demons, undead, monsters of various descriptions. Most of these monsters can be broadly categorised as "melee brute". Some may be able to cast spells, but they're rarely the sort of spellcasters a monk is equipped to deal with.

Like I said, the spellcaster behind a wall of meatshields is the exception, not the rule at high levels. And even then, with spells like fly and dim door at a party's disposal, it's not like the monk has a monopoly on mobility. Heck, it's a rare or stupid high-level character who _doesn't_ have the ability to fly and teleport.
 
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Monks are still second rank combatants, which means that when faced with melee brutes, I flank off the fighter. Better yet, I flank off the rogue. :)

I'm not saying fighting casters is their only gig. Just their best gig, and the gig for which they were obviously intended. As levels progress and you face more and more spellcasting foes (wizards are far more terrifying at high levels than low), your role as a mage-killer will shine that much brighter. Also, monks are great for whupping mooks - a mook defined as a henchman, a thug, a foe meant to suck up time while the BBEG does his thing. Yes, any meleer can soak mooks, but in a fight with devils, who would you rather have fighting the lemures, and who the horned devil, the monk or the fighter? So a monk handling the lemures so the fighter can face the horned devil is fulfilling his purpose as a 2nd-rank combatant in that encounter. And once in a while, the BBEG is a wizard or sorcerer, and then the monk will shine while the fighter stands around drooling while afflicted with confusion or feeblemind. That's just the way the classes are designed.
 
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