DM_Blake
First Post
Jack99 said:I think summoned monsters should replace your actions, if not all, then at least some of them. For example: If Skamos the Wizard summons a small elemental, his choices are as follows:
-use his minor action to sustain the elemental
-use his minor action to sustain the elemental and his standard action to make it move and/or attack.
Ouch.
If you do that with D&D, then that elemental better be really powerful. Powerful enough that Skamos the Wizard would say "Well, I could cook those orcs with an At-Will fireball spell, or I could move my elemental over there and let the elemental cook them. Eh, it's sixes. I'll get about the same benefit either way".
If the elemental's attack is weaker than its controller's at-will combat abilities, then it would be a tactically unwise decision to downgrade from one's own at-will actions to substitute a weaker elemental attack.
Arguably, you gain a little benefit from the fact that the elemental is risking its own HP instead of yours, so that advantage can allow the elemental to be a little weaker than your own at-will abilities. But not much, or it becomes ill-advised to use the elemental at all.
Jack99 said:Companions and familiars should be very weak in combat, like minions.
Aren't minions pretty much one-hit-dead guys? Or is that only applicable to kobold minions since kobolds are really weak to begin with?
Because, as a wizard, I would really hate my familiar to be killed by taking any damage of any kind. I would probably just never get a fimiliar if that were the case, especially if there were penalties for the death of the familiar, and/or 1-year waiting periods to get a new one.
As for the companions combat contributions, their strength/weakness in combat should be appropriate for their purpose for which they were hired.
Hire a porter to carry your stuff - don't expect him to slaughter the dragon along side the heroes. Hire a guide to track the kidnappers - he might very well be weak in combat and prefer not to engage the scary monsters.
But hire a mercenary to stand beside you in combat - he better be able to face challenges of the same level you can face, or your money was wasted.
Jack99 said:A spell like haste should be single target and perhaps higher level than it was in 2e and 3e.
Which then doesn't address the issue with Economy of Actions.
Letting a level 30 wizard haste himself and get to cast extra level 30 powers every round is no more or no less ideal than letting a level 10 wizard do that. In theory, regardless of the level of the haste spell, the person casting it gains extra actions, breaking the Economy of Actions, and he can use those actions to use extra abilities of his level (which are very likely to be abilities of a level appropriate to deal with the encounter in which he cast the haste to begin with).