DandD said:How can you be sure that all you summoned for was some badger minion who gets sicked by one hit and does some meager damage? Also, if you get to roll 12 times with a fireball, you really deserve to be rolling 12 times, because you managed to hit a fireballing wizard's biggest wish... A target location cramped by idiots standing all together. Million times better than any summoning spell. Most times, you'd get three or four at best...
I can't be sure it will be a minion, but things like charms the victim can only make basic attacks, dominate its dazed and only at will attacks, and though I can no longer find it I believe I saw someplace that mentioned you could only make basic attacks with summons. So maybe I am not sure, but it seems to fit the other rules.
And while I can't be sure of it, it seems like a fairly quick and easy way to keep summons without losing any more economy of action than the 4e rules already do. Sure 3e had problems with summons, but that was more do to a long list of creatures with a varied list of abilities. a player who was not totally on the ball would take a long time to decdie what the summoned monsters were doing. Astral constructs rarely had this problem in me experience.
And a fireball fills 49 squares, having 12 of those squares occupied isn't a stretch, especially in something like a dungeon where you do not have a massive amount of space to spread out.