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General Tabletop Discussion
*Pathfinder & Starfinder
Whither Summoners and Animal Companions?
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<blockquote data-quote="FourthBear" data-source="post: 3838050" data-attributes="member: 55846"><p>I suspect that in this, PC conjurer, druid and necromancer classes will be rebuilt. It's easy for a DM to fill a dungeon with undead creatures, make the villain behind it a necromancer and handwave that he somehow is responsible for them all. However, in a party, having one character with a platoon of monsters at his command can be a real drag on things. "OK, now it's Eric the Necromancer's turn. Everyone else take five while he resolves the movements and actions for his seven monsters, then his own." </p><p></p><p>The way 3e worked this was to have monster summoning take a full round and to have monsters be pretty weak relative to your casting level. This still could result in the issues where one player gets 10 action resolutions for every other characters one. I definitely agree that something like Firelance's suggestions is likely to be in the cards.</p><p></p><p>1) Single, powerful summons and restricted actions for the summoner during this time.</p><p>2) Summoned monsters are somehow stripped down to elements that make them simpler to resolve actions and movement for. Perhaps summoned monsters use mook rules and whatever tricks the DM will have for resolving multiple monsters in 4e.</p><p>3) Summoned monsters are an extreme example of 2 above and are basically special effects for an immediate effect (e.g., you summon a fire imp that breathes fire on your enemies and disappears)</p><p></p><p>My current guess is number 1, but it's certainly a tricky issue.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 3838050, member: 55846"] I suspect that in this, PC conjurer, druid and necromancer classes will be rebuilt. It's easy for a DM to fill a dungeon with undead creatures, make the villain behind it a necromancer and handwave that he somehow is responsible for them all. However, in a party, having one character with a platoon of monsters at his command can be a real drag on things. "OK, now it's Eric the Necromancer's turn. Everyone else take five while he resolves the movements and actions for his seven monsters, then his own." The way 3e worked this was to have monster summoning take a full round and to have monsters be pretty weak relative to your casting level. This still could result in the issues where one player gets 10 action resolutions for every other characters one. I definitely agree that something like Firelance's suggestions is likely to be in the cards. 1) Single, powerful summons and restricted actions for the summoner during this time. 2) Summoned monsters are somehow stripped down to elements that make them simpler to resolve actions and movement for. Perhaps summoned monsters use mook rules and whatever tricks the DM will have for resolving multiple monsters in 4e. 3) Summoned monsters are an extreme example of 2 above and are basically special effects for an immediate effect (e.g., you summon a fire imp that breathes fire on your enemies and disappears) My current guess is number 1, but it's certainly a tricky issue. [/QUOTE]
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Whither Summoners and Animal Companions?
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