Dausuul said:
#1, all this talk about Stilled Silent summoning is ridiculous. Still Spell and Silent Spell are for extraordinary situations like being grappled, targeted by a silence spell, et cetera. They're an emergency backup weapon or a stealth tactic, not something you do regularly in combat. If your solution to "the enemy sees you casting a long spell and peppers you with arrows" is "I cast the spell Stilled and Silenced," you might as well give up being a summoner--your summon spells will all be two levels lower than they should be, effectively neutering them.
Quite true. Summoning is weak enough without wasting two feats to be able to summon much weaker creatures safely.
Dausuul said:
#2, assuming you're not Stilling and Silencing, the enemy can see you're casting a spell. The party wizard is a prime target for intelligent bad guys to begin with; when you add in the chance to interrupt a spell, any sensible bad guy will seize that chance even without knowing what the spell does.
Yep.
Even more so when you consider they don't have to prepare their interrupts (no held actions required).
Even more so when you consider that fireballs are scary, but summoned demons are much more terrifying, so if an enemy has to decide between taking out a summoner and taking out a warmage, the summoner will probably be at the top of that list, just due to fear of the unknown more than anything.
Dausuul said:
#3, can we get back to the economy of actions now?
I thought summoning creatures that get extra actions was very germaine to the discussion of economy of actions.
Certainly when your mage conjures forth a d3 demons, or your druid whips up a d3 big old bears, you can bet the rest of his turns will consist of handling a lot more actions than everyone else.
My whole point, initially, was that in pointing out the risks of casting full round spells that terrify the enemy, many possible summon spells are avoided when the player decides to do something a little safer. And when they do summon stuff, having that stuff run around ineffectively until it dies (by this I mean relatively weak attacks for little or no damage because summoned stuff is pretty weak to begin with), wasting everyone's time for little measurable gain, and then showing the player than the time he wasted summoning his menagerie of ineffective minions could have been constructively used to kill the bad guys, even more possible summon spells are avoided.
Once a player sees that he puts himself at great risk, wasts his character's time and wastes all the players' time, and gets very little benefit in return, he is not likely to waste his time with summoning things, ever.
That said, there are some occasions where it is still fairly useful, particularly when the group is being overrun by swarms of weak opponents. Or summoned creatures might perform non-combat tasks, like delivering an item to someone, or scouting ahead, or even springing traps or ambushes.
None of which really bogs down the speed of gameplay - I believe economy of actions is really only a concern during turn-based combat.