Make Summoning risky

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- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

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Gwenneth_Corvain
Posts: 59
Joined: Sun Mar 17, 2019 7:31 pm

Make Summoning risky

Post by Gwenneth_Corvain » Fri Oct 18, 2019 6:09 am

Instead of trying to balance the summons against oposite expectations (fighters want them to be manageable, mages want them to be meaningful) - make the descission to call an incredibly powerful creature to your side risky.

Either have a pre-requirement to have protection-from-X up before summoning it (in the case of a random alignment involving that you may have warded against the wrong alignment) or have summons require a 1/round concentration-check to keep it under control.

Failure to do so could turn the summon against the caster, just have it leave, or go on a rampage akin to being under a confusion spell.

This would allow summons to be still powerful, but the caster who resorts to it would think twice, because there is Always a very real chance that demon is coming for you, not the fighter you want it to fight.

This would even allow for meaningful counter-Play by fighters through breaking the casters concentration (ex: taunt?).
Summons would be scary for -everyone- because now everyone may find themselves on the receiving end.

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Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Make Summoning risky

Post by Irongron » Mon Dec 16, 2019 10:03 pm

I believe this is still the case for certain summons (Pit fiends maybe?), and expanding it in a Pen and Paper setting could be fun, but on Arelith I think this would frustrate many players.

Rejected.

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