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Should I play 4e?
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<blockquote data-quote="Tony Vargas" data-source="post: 7622405" data-attributes="member: 996"><p>Wow, were to start. Simulacra have half the hps and all the abilities, even casting, of the original creature - they don't regain slots or gain levels, but otherwise they exist until killed or dispelled, they can even be 'repaired' - one could even impersonate the original. They act on the caster's turn and are essentially allies & obey him, but they otherwise take a full slate of actions, and can act on orders independently when separated from the caster. </p><p>4e summons typically have hps closer to the caster's surge or less (unless the caster spends a surge to give them more) and either use the caster's action, or have a single default action of their own if not 'commanded' (in some cases, with a consequence to the caster for leaving them uncontrolled) - they last, at most, only a single encounter, if they're not reduced to 0 hps.</p><p></p><p></p><p> Combat Challenge/Superiority stacks up pretty favorably to 4e summoning, which was decidedly limited by the tight action economy. A summon can act as a low-grade blocker (one of a few ways the controller & defender roles slightly overlap), for instance, but isn't doing a fraction in that role of what a defender class PC could do.</p><p></p><p>Much closer than in any other edition, and without the LFQW effect on top of it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7622405, member: 996"] Wow, were to start. Simulacra have half the hps and all the abilities, even casting, of the original creature - they don't regain slots or gain levels, but otherwise they exist until killed or dispelled, they can even be 'repaired' - one could even impersonate the original. They act on the caster's turn and are essentially allies & obey him, but they otherwise take a full slate of actions, and can act on orders independently when separated from the caster. 4e summons typically have hps closer to the caster's surge or less (unless the caster spends a surge to give them more) and either use the caster's action, or have a single default action of their own if not 'commanded' (in some cases, with a consequence to the caster for leaving them uncontrolled) - they last, at most, only a single encounter, if they're not reduced to 0 hps. Combat Challenge/Superiority stacks up pretty favorably to 4e summoning, which was decidedly limited by the tight action economy. A summon can act as a low-grade blocker (one of a few ways the controller & defender roles slightly overlap), for instance, but isn't doing a fraction in that role of what a defender class PC could do. Much closer than in any other edition, and without the LFQW effect on top of it. [/QUOTE]
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