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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="two" data-source="post: 1472539" data-attributes="member: 9002"><p><strong>These do seem rather absurd</strong></p><p></p><p></p><p></p><p>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. </p><p></p><p>However, it's not supported by the DMG.</p><p></p><p>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."</p><p></p><p>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.</p><p></p><p>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.?</p><p></p><p>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:</p><p></p><p>To create a "fair and balanced" campaign, a new GM should remember to:</p><p></p><p>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.</p><p></p><p>2) Cook up a way so that the monk's strengths (mobility, saves, grappling, etc.) are played up.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="two, post: 1472539, member: 9002"] [b]These do seem rather absurd[/b] 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. [/QUOTE]
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