Pielorinho
Iron Fist of Pelor
I play a 16th-level druid with Augment Summoning. This has been fun, but due to various complications, I've not taken advantage of two major abilities I have:
1) Summoning multiple creatures simultaneously; and
2) Casting Animal Growth on them.
For #1, it just results in too many dice rolls. I mean, summoning a troop of dire apes is just a cool idea, but that could mean making up to 30 extra dice rolls each turn (3 attack rolls + 3 damage rolls times five apes--and that's not counting if any of them rend). That's way too many additional things to keep track of, and that's really going to slow combat down.
For #2, the spell's effects are far too reaching for my tastes. You modify size (which modifies AC, attack rolls, base damage for natural attacks, and reach), str (which modifies attack rolls and damage, affecting damage in different ways depending on the creature's attack routine), dex (modifying AC and reflex saves, and occasionally attack rolls), con (modifying HP and fort saves), natural armor, damage reduction, and all saves. Sure, I could figure that out for each creature I might ever summon, but I'm neither motivated enough to do that or organized enough to keep track of the stats even if I did do it--I've got a hard enough time keeping track of my stats when wildshaped into different forms!
So I've come up with two proposed houserules to simplify things, and wanted to get y'all's feedback:
1) When summoning multiple creatures (or controlling my animal companion+multiple creatures), I'll only roll one attack per creature. If this hits, then all the creature's attacks hit; otherwise, they all miss. If there's a secondary attack, it'll use the same roll with a smaller modification. Imagine I've summoned a creature that attacks with 2 slams at +12 and one bite at +7; I'm attacking a creature with AC 25. I'd roll a single D20, getting a 15. That means the two slams hit, and the bite misses.
This would move me away from average damage a bit, but since I'd be doing this when I have multiple creatures, I'd not stray too far from average damage; and it'd cut down seriously on my combat rolls, I think.
If someone has a plausible way to cut down even further, that'd be great. I thought of just rolling a single attack roll for all my creatures, but that might get very silly. And this way does have a problem inasmuch as certain abilities, e.g., rend, would go off more often. I might deal with that by ruling that these abilities may only be used when the secondary attack is not used, or something.
2) For animal growth, I was thinking of simplifying the spell somewhat. The creature's AC is likely to stay static normally (+2 natural, -1 size, -1 dex). The creature's attack is likely to rise by 3 (+4 str, -1 size). The creature's damage is likely to rise by at 6 (+4 str, +6 for single-attacks, +2 size). The creature's saves will be +3 ref, +4 will, +6 fort. The creature's init will drop by 1, but that rarely matters, since we have companions go on the PC's initiative anyway. My modifications, then, would be this:
+2 hp/die
No change in AC
+2 to hit (knocking it down by one to make up for subtle advantages elsewhere, e.g., the improved touch ac)
+6 damage (again, knocked down from possible +8)
+4 to all saves (ignoring -1 for ref and +2 for fort)
DR 10/magic
Increased size, with increased reach.
That's still a lot to track, but none of the changes have ripple effects: I can just keep a card handy with these changes listed on them, and apply them to any creature without recalculating that creature's scores.
What do y'all think of these changes? Are they reasonable? Are there superior ways to simplify them?
Daniel
1) Summoning multiple creatures simultaneously; and
2) Casting Animal Growth on them.
For #1, it just results in too many dice rolls. I mean, summoning a troop of dire apes is just a cool idea, but that could mean making up to 30 extra dice rolls each turn (3 attack rolls + 3 damage rolls times five apes--and that's not counting if any of them rend). That's way too many additional things to keep track of, and that's really going to slow combat down.
For #2, the spell's effects are far too reaching for my tastes. You modify size (which modifies AC, attack rolls, base damage for natural attacks, and reach), str (which modifies attack rolls and damage, affecting damage in different ways depending on the creature's attack routine), dex (modifying AC and reflex saves, and occasionally attack rolls), con (modifying HP and fort saves), natural armor, damage reduction, and all saves. Sure, I could figure that out for each creature I might ever summon, but I'm neither motivated enough to do that or organized enough to keep track of the stats even if I did do it--I've got a hard enough time keeping track of my stats when wildshaped into different forms!
So I've come up with two proposed houserules to simplify things, and wanted to get y'all's feedback:
1) When summoning multiple creatures (or controlling my animal companion+multiple creatures), I'll only roll one attack per creature. If this hits, then all the creature's attacks hit; otherwise, they all miss. If there's a secondary attack, it'll use the same roll with a smaller modification. Imagine I've summoned a creature that attacks with 2 slams at +12 and one bite at +7; I'm attacking a creature with AC 25. I'd roll a single D20, getting a 15. That means the two slams hit, and the bite misses.
This would move me away from average damage a bit, but since I'd be doing this when I have multiple creatures, I'd not stray too far from average damage; and it'd cut down seriously on my combat rolls, I think.
If someone has a plausible way to cut down even further, that'd be great. I thought of just rolling a single attack roll for all my creatures, but that might get very silly. And this way does have a problem inasmuch as certain abilities, e.g., rend, would go off more often. I might deal with that by ruling that these abilities may only be used when the secondary attack is not used, or something.
2) For animal growth, I was thinking of simplifying the spell somewhat. The creature's AC is likely to stay static normally (+2 natural, -1 size, -1 dex). The creature's attack is likely to rise by 3 (+4 str, -1 size). The creature's damage is likely to rise by at 6 (+4 str, +6 for single-attacks, +2 size). The creature's saves will be +3 ref, +4 will, +6 fort. The creature's init will drop by 1, but that rarely matters, since we have companions go on the PC's initiative anyway. My modifications, then, would be this:
+2 hp/die
No change in AC
+2 to hit (knocking it down by one to make up for subtle advantages elsewhere, e.g., the improved touch ac)
+6 damage (again, knocked down from possible +8)
+4 to all saves (ignoring -1 for ref and +2 for fort)
DR 10/magic
Increased size, with increased reach.
That's still a lot to track, but none of the changes have ripple effects: I can just keep a card handy with these changes listed on them, and apply them to any creature without recalculating that creature's scores.
What do y'all think of these changes? Are they reasonable? Are there superior ways to simplify them?
Daniel