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.
Make Summoning risky
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Re: Make Summoning risky
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.
Rejected.