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<blockquote data-quote="guybrush" data-source="post: 4386110" data-attributes="member: 71800"><p>This is a great start!</p><p></p><p>I think the powers should be specific to each class, though. After all, all three classes fulfil different roles, so just giving them all the exact same powers is probably not going to balance well. The creatures each could summon should be ones that can fulfil the class's role: skirmishers or maybe soldiers for Warlocks, artillery or brutes for Wizards, and maybe soldiers for Clerics? I'm not sure there's a good direct mapping of monster role to class role, so those don't sit quite right, but you get the idea.</p><p></p><p>Splitting them up also allows for added flavour; I'd make the Cleric prayers summon creatures from the Astral Realm, Wizard powers summon creatures from the Elemental Chaos, and Warlock powers summon creatures appropriate to their pact type, i.e. from either the Feywild (Fey Pact), Far Realms (Star Pact) or the Nine Hells/Abyss (Infernal Pact). I realise this would mean creating monsters at the appropriate levels.</p><p></p><p>I'd also argue that these seem a little underpowered for daily powers. Yes, you get to make "remote melee" attacks (i.e. the monster does your attacking for you), and you add another target to the battlefield, but it's a daily power and the sustain is a standard action. I don't think there's anything wrong with the mechanics for that - in fact I think it's well thought out - but the creatures at each level should be a little tougher. Maybe a level above the level number listed? A level 1 PC should be able to easily take out a single monster of level 3 or 4, after all, so I'm not sure the power would be worth it at first or second level to summon a Kobold Skirmisher. Remember in 3E that if you summoned an Astral Dog or whatever, you could command it and still fire off a magic missile or whatever. Not so here; you give up your standard action to maintain it, so the payoff should be a little better.</p></blockquote><p></p>
[QUOTE="guybrush, post: 4386110, member: 71800"] This is a great start! I think the powers should be specific to each class, though. After all, all three classes fulfil different roles, so just giving them all the exact same powers is probably not going to balance well. The creatures each could summon should be ones that can fulfil the class's role: skirmishers or maybe soldiers for Warlocks, artillery or brutes for Wizards, and maybe soldiers for Clerics? I'm not sure there's a good direct mapping of monster role to class role, so those don't sit quite right, but you get the idea. Splitting them up also allows for added flavour; I'd make the Cleric prayers summon creatures from the Astral Realm, Wizard powers summon creatures from the Elemental Chaos, and Warlock powers summon creatures appropriate to their pact type, i.e. from either the Feywild (Fey Pact), Far Realms (Star Pact) or the Nine Hells/Abyss (Infernal Pact). I realise this would mean creating monsters at the appropriate levels. I'd also argue that these seem a little underpowered for daily powers. Yes, you get to make "remote melee" attacks (i.e. the monster does your attacking for you), and you add another target to the battlefield, but it's a daily power and the sustain is a standard action. I don't think there's anything wrong with the mechanics for that - in fact I think it's well thought out - but the creatures at each level should be a little tougher. Maybe a level above the level number listed? A level 1 PC should be able to easily take out a single monster of level 3 or 4, after all, so I'm not sure the power would be worth it at first or second level to summon a Kobold Skirmisher. Remember in 3E that if you summoned an Astral Dog or whatever, you could command it and still fire off a magic missile or whatever. Not so here; you give up your standard action to maintain it, so the payoff should be a little better. [/QUOTE]
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