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General Tabletop Discussion
*Dungeons & Dragons
Rebalancing the Summon Monster spells
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<blockquote data-quote="Velenne" data-source="post: 176893" data-attributes="member: 1856"><p>I'm playing an 8th level human sorceror Summoner right now. Initially, I was also very unhappy with the SM spells so I posted a a few ideas and eventually we decided to playtest these rules:</p><p></p><p>1.) For a given SM spell, using the next highest list of creatures to determine which monsters you can summon. Therefore, casting a Summon Monster II would utilize the SM III list from the PH.</p><p></p><p>2.)One may also choose to freely designate the creature's template from either celestial, fiendish, axiomatic, anarchic, or the elemental templates from MotP. </p><p></p><p>Thus far, these changes have greatly increased the usefulness of my sorceror. He has Extend Spell which he capitalizes on only if given time to prepare (because running a spell's casting time into the next round is overly cumbersome in the midst of combat). He also utilizes his extra partial action from Haste to finish off his casting time in the same round, which has exponentially increased his usefulness as it doesn't make him as vulnerable. He'll typically Haste in the first round, turn Invisible with his extra partial, and move somewhere else, then begin summoning in the 2nd round.</p><p></p><p>Still, while having a variety of templates to add to creatures is fun (especially during descriptions of spell effects!), I'd still like to have more actual creatures to choose from. <strong>So if you have the link to the expanded summon monster list, please post it!!!!</strong> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Velenne, post: 176893, member: 1856"] I'm playing an 8th level human sorceror Summoner right now. Initially, I was also very unhappy with the SM spells so I posted a a few ideas and eventually we decided to playtest these rules: 1.) For a given SM spell, using the next highest list of creatures to determine which monsters you can summon. Therefore, casting a Summon Monster II would utilize the SM III list from the PH. 2.)One may also choose to freely designate the creature's template from either celestial, fiendish, axiomatic, anarchic, or the elemental templates from MotP. Thus far, these changes have greatly increased the usefulness of my sorceror. He has Extend Spell which he capitalizes on only if given time to prepare (because running a spell's casting time into the next round is overly cumbersome in the midst of combat). He also utilizes his extra partial action from Haste to finish off his casting time in the same round, which has exponentially increased his usefulness as it doesn't make him as vulnerable. He'll typically Haste in the first round, turn Invisible with his extra partial, and move somewhere else, then begin summoning in the 2nd round. Still, while having a variety of templates to add to creatures is fun (especially during descriptions of spell effects!), I'd still like to have more actual creatures to choose from. [B]So if you have the link to the expanded summon monster list, please post it!!!![/B] :D [/QUOTE]
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Rebalancing the Summon Monster spells
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