Thyrwyn said:
The cohort, hireling, or permanent ally: Should be allowed to participate fully in any fight and share in the xp/treasure after the fight. Player action opportunity can be maintained by placing a limit of one such ally per player. This type of ally can be planned for and encounters can be balanced accordingly: there is an extra 1st lvl cohort along? add another 100xp worth of monsters to the opposing side. Not ideal, but this is a failry common staple of the genre. Certain archetypes (eg "the BeastMaster") with multitudes of diverse, minor allies (ferrets, hawks, parrots, etc. . . ) can be represented through a selection of per day abilities.
Since it can be planned for, and encounters balanced for it, why limit it to 1.
"Hear me o citizens of FantasyTown. A small army of trolls is approaching. We probably need about 50 men to hold the bridge against this army, but there are only 5 of us, so we can only take 5 of you. The bridge will surely fall and we will all die or be forced to retreat, and then your farms homes will be pillaged by marauding trolls. But, fair is fair, and we can only take 5 men. So who is with us?"
What if King Leonides was limited to only taking one cohort to fight the persians?
As for the beastmaster with his ferrets, let them be distractions, aid-another type abilities, fetch the key from the sleeping jailor, etc. The ferret isn't really going to melee a troll to death.
Thyrwyn said:
The summoned/called ally: These types of allies are especially problematic because their mere potential places too much emphasis on the summoning character: when summoned, they throw off the economy of actions both in terms of party vs encounter and in terms of summoner vs other players. This kind of ally can not be adequately prepared for. What happens when the DM makes an encounter tougher, expecting the wizard to prepare his 'typical battery of summonings', and then the wizard prepares some other powers instead? I would solve this by making the power a "per day" power and having them impose an action penalty on the summoner.
What happens when the DM makes an encounter tougher and the wizard (who has no summoning spells at all) chooses to magic missile one enemy at a time instead of killing them in groups with his fireballs? (yes, this happened to me in a game where I am playing a rogue and the guy playing the wizard is not a tactical player - our poor DM had to come up with all kinds of silly stuff just to prevent a TPK. He told me after the session that he set up this encounter with way too many goblins, but deliberately bottlenecked them, because he wanted to present the wizard with a perfect situation to shine and be the savior and it backfired horribly).
What it boils down to is this. If you design a character with some good abilities and some mediocre ones, your DM will expect you to use the good ones whenever you can. If you don't, you're causing problems by making weak decisions. This is true whether your abilities include summons or not.
Your solution of making the summons a daily power makes it much harder to prepare for. As a DM, if you know a player has a per-encounter ability to summon an ogre, you expect to deal with an ogre in every encounter. If that ability is a daily power, then you cannot plan ahead and know which encounter will have to face the ogre.
And the action penalty, again, is a great idea, as long as the summoned creatures actions are a good substitution for the actions the summoner won't be using.
Thyrwyn said:
They do not have to be more powerful. They only have to be
as powerful. This solves both the encounter prep and balance issues. The DM preps some the same number of xp worth of bad guys - if the Wizard prepares something else, no biggie; if the Wizard summons something, again, no biggie. The summoned creatures should be different, more specialized than the summoner. Maybe the Wizard summons a Troll to get close and smash the enemy, or a Fire Elemental to fight some enemies with Vulnerability Fire. Basically, the summoner would give up their actions in order to play a different role for a fight, or the same role in a different way. The summoner's player still gets to play and be effective without overshadowing any of the other players or monopolizing the action pool. The balance of the encounter is not thrown off, though it may be changed - but players find ways to do that to DMs all the time
This is perfect. This is how I would design it - tactical options for the summoner to choose the right creature for the right encounter.
Thyrwyn said:
I would apply this same philosophy to the polymorph/shapechange type of effect, for the same reasons.
This is inherent - shapechanging into something else doesn't change the Economy of Actions. As a druid, you get to move and cast a spell - 2 actions. Shapechange into a dire bear, and you get to move and bite - 2 actions.