Hella_Tellah said:
A summoning spell doesn't have to add an additional figure on the battlemat unless you want it to.
It helps to use existing game terminology, though. D&D summoning spells have always been about adding another figure. I'm not saying that it isn't legitimate to call a polymorph/animistic channeling a "summoning", just that the "add a figure" use of summoning is also legitimate and has 30+ years of D&D inertia behind it.
We've heard that the 4e druid is going to be more oriented around
wild shape than the 3e version. I think that ties in very, very well with the channeling-summoning and love the flavor -- especially since druids IMC are animists.
I don't want to see the "add a figure" version of summoning disappear, though. It's got a strong tradition in the genre and I think it is imperative for a game that does genre simulation to actual simulate the genre, rather than just implementing an arbitrary rule set and seeing what can be crammed into it. Genre begets rules. Do
not get those reversed.
I think the very idea of all extra bodies either substituting for the "owner's" action or being abstracted to a simple +x to task y is ludicrous. It stretches suspension of disbelief so far beyond the breaking that I wouldn't have believed anyone would seriously consider it in an RPG, if I hadn't seen the blog and this thread.
I don't see an issue with limiting summoned bodies' actions. I wouldn't support the trade of a standard action, but "sustain: move" seems a reasonable trade-off -- both from a believability and gamist standpoint. The move action can be described as giving commands, maintaining the conduit, or a half-dozen other options without locking the caster into just a different "character" for a few rounds. The cost is enough (especially as movement is supposed to be so much more important in 4e) to be impactful, but not so much as to negate much of the benefit of using an ability.
Cohorts, etc. are a different matter, and more difficult. I think a major factor has to be that actions are not the
only measure of effectiveness. Some hirelings (1st level men-at-arms) are likely to be balanced by either the scarcity of resources to hire them at lower levels or by the actual lack of effectiveness at higher levels. Many "NPC classed" hirelings would continue to have their effectiveness limited by PC funds, or the PCs are going to have their effectiveness limited by a reasonable amount.
Cohorts and animal companions do actually fall into a different category than "hirelings", though. They are assumed both to be more competent and and to share a closer, more significant/unique bond with the PC. I see no reason why this shouldn't be born out with mechanics. 3e had just the Leadership feat, which, apparently, wasn't enough to offset the value of the cohort. In 4e, we know NPCs don't always obey the same advancement rules as PCs -- which doesn't necessarily stretch belief, if implemented well. A new Leadership feat could be added in 4e that provides a cohort of PC level/2 (some scalability, but decreasing returns), with an additional feat that adds a +1 level to the cohort each time it's taken. (This seems like a very, very good time to point out that I'm not saying I have THE ANSWER. I'm just musing.)
Another mechanic would be to have things like honest-to-goodness cohorts/companions be a class feature that costs the PC effectiveness in other areas -- like the rogue choosing a combat style and certain powers granting additional bonuses for certain builds. Or, making the companion more effective would generally require the expenditure of power slots ("once per encounter as a standard action, you may direct your companion to make an attack that bypasses damage reduction"). I see that as being most applicable to things like animal companion, but I definitely see something like a warlord Paragon Path ("Leader of Men"?, "Cult of Personality"?, "Great General"?) for cohorts, as a legendary sidekick definitely seems above the Heroic level, anyway. In the case of the Paragon Path, the character is trading quite a bit, but is pretty well making leadership a defining trait of the character. And I think a dedicated cohort (or troop of notably skilled followers) certainly seems like something that should be a defining trait.
The band of soldiers guarding the bridge (or whatever) that is quickly organized does
not strike me as something that needs to be regulated by strict rules. They are part of the scenario for a specific encounter and aren't really under the control of a specific player. Even if one PC did the recruiting, there is no reason that player should run them all -- split them between the other players and/or the DM.
And.... familiars are a horse of a completely different color. The genre conventions don't mark familiars as battle companions (otherwise, see "animal companions", above). Some vague, esoteric bond between a wizard and his familiar actually
does provide some sort of boost to the wizard that could be represented by a skill bonus, or substituted for the use of an implement, or a few dozen other variations on that basic idea. Familiars really should be a discussion of their own.