This can't be right.

I cannot remember the rule, but the RAW specifically says that summoned creatures do not impact XP gained. But you are talking about a house rule after all.

From what I have observed in my own games, summoned monsters are most effective in games where the DM uses alot of low HD cannon fodder. In Red Hand of Doom, Monster Summoning 3 is causing me problems with Celestial Bisons having enough damage reduction and HP to render the standard Hobgoblin Veterans useless, as well as many of the stronger Hobgoblins who just do not have magical weapons (the 4HD veterans).

Beyond that, Summoned monsters do serve quite well for two things. Setting up flank attacks for allies, impeding movement of opponents, and consuming actions of opponents. If you can summon something with a bit of staying power through AC or HP / Damage reduction, the DM either has to deal with AoO from the creatures, or use up actions trying to mop them up. And very few opponent NPC's have Cleave except as a prerequisite.

The simplest way to deal with summoned monsters is to retreat and regroup, or if you are at some distance, just ignore them and continue to shoot at the players. They are only an impedement if you have to engage them in melee.

What really annoys me about the summon monster spells is that the lists of what can be summoned just suck. How the hell is a Small elemental a comparable challenge to a Celestial Bison or Fiendish Ape?

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Lord Zardoz said:
From what I have observed in my own games, summoned monsters are most effective in games where the DM uses alot of low HD cannon fodder. In Red Hand of Doom, Monster Summoning 3 is causing me problems with Celestial Bisons having enough damage reduction and HP to render the standard Hobgoblin Veterans useless, as well as many of the stronger Hobgoblins who just do not have magical weapons (the 4HD veterans).

Let the character enjoy it while it lasts. Within a couple of levels most of the foes will either go through DR5/Magic like butter or by pass it entirely. But the Bison are the first really good SM creatures. I was using them up until lv 11.

However the OP is apparently a druid (SNA not SM) and they don't have DR granting templates (unless the Greenbond adds it, I'm not familiar with it). So their only option for DR on summoned creatures is Animal Growth which is a 5th level spell and by that point DR/Magic isn't an issue.
 

The real problem is that you are playing Druidzilla and overshadowing the other players.

Perhaps adopting the weaker PHBII shapeshift druid and dropping Wildshape + Animal Companion to focus on your summons will be a more acceptable compromise.

I find the ruling, as well, to be ill thought out and directly contrary to the RAW. Does this mean that the party gets extra XP if a foe casts Summon Monster? What if you pay a caster at a temple to cast Summon Monster II and start slaying the summoned critters. Do you get XP for them? What if YOU summon critters and slay them -- do you then get XP for them?

There are better ways to resolve this dilemma.
 

Rackhir said:
However the OP is apparently a druid (SNA not SM) and they don't have DR granting templates (unless the Greenbond adds it, I'm not familiar with it).

The Greenbound Creature template adds:
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Tremorsense 60'
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas

Wonder why people call it broken?

-Hyp.
 

Patlin said:
Summoning allies should not cost you xp. It might be worth noting that if the enemy summons allies, you don't get extra xp for the summoned creatures... just like you don't get extra xp if your enemy casts fireball.

Exactly. Doctor DM, here's what you need to do- point out to your DM that there ARE spells, in the PHB, that cost XP to cast. The Summon Spells are obviously not among them. Heck, there's even spells that cost GP to cast! And yet, the Summon Spells are not among them. Ask him what he feels is so powerful about the Summon spells that all of the game designers completely overlooked.
 

Hypersmurf said:
The Greenbound Creature template adds:
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Tremorsense 60'
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas

Wonder why people call it broken?

-Hyp.

Yup, if that's what the character has. That would be the source of the problem. No sane DM should allow something like that in the campaign and I can understand the DM wanting to "nerf" the party in some way if it was being used.

I would recommend that the feat(?) be swapped out for something else, perhaps the rapid summoning ability.

If you are using that feat you are abusing the campaign. While it's the DM's job to lay down the law against things like that, the players shouldn't be trying to use things that are so obviously broken.
 


Bad, bad rule.

Seems to me the DM has issues with your character in particular, and is making a rule to 'balance' you that is punishing the whole party, rather than addressing the issue at hand.

If something about your character is that overpowering, such as the Greenbound feat, well, he should look at making an adjustment to that. Personally, if that feat is the issue, I'd tone it down a bit and then spread it over a 2-3 feat chain. Much easier than doing odd things with XP (which would be a pain to figure up anyway), and won't piss off the players, which something like this definaly will do.

As a DM I'd never use such a rule, as a player I'd never accept it. Period.
 

Hypersmurf said:
The Greenbound Creature template adds:
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Tremorsense 60'
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas

Wonder why people call it broken?

-Hyp.
WHAT

That's just...nuts! Please tell me that this feat isn't typical of Lost Empires of Faerûn...because that's just insane.

And (to be on-topic): Penalizing summoners by xp division is ridiculous. If Greenbound Screwmoner is the problem, the Druid ought to swap that for something not absurdly broken; but the xp rule isn't fair to anyone--it's punishing the Druid and his party!
 

Intrope said:
WHAT

That's just...nuts! Please tell me that this feat isn't typical of Lost Empires of Faerûn...because that's just insane.

At least it makes up for it with the hefty prerequisites.

-Hyp.
 

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