This would at least make sense. Kinda sucks to 'update' the game by taking things away from players.Griefmaker wrote: Fri Jul 15, 2022 2:01 amI was kind of thinking along the same line of thought.Skibbles wrote: Fri Jul 15, 2022 1:33 am I think things would have made a lot more sense, and been 'balancable', if all the streams and so on were removed and each class was given a unique summon appropriate to the class and balanced around the spellbook of said class (wands and scrolls not possible, just the spells that can be learned and prepared and directly cast). That way it is always known exactly what buffs a summon would receive and adjust accordingly while also preserving what makes far more sense to the average player.
Have each summon with a specific set of stats which can be balanced around, but which cannot be buffed at all (that includes mass spells, sequencers, etc.). The summon is its own "spell" after a fashion which the caster is able to control and include in his/her repertoire of tools to help do damage to the enemy and to help keep pressure off the caster who likely is as durable as a wet piece of paper.
Stronger summons can have more DR, regen, SR, concealment, whatever. But instead of getting a rat, boar, dire wolf, etc. up to elementals, planar summons, and planar conduit (each with different properties and strengths and weaknesses), each caster chooses a skin for their "universal" summon (sort of like how totem druids and totem rangers reskin their creatures).
However, no matter what the skin, no matter if cast by a cleric, wizard, druid, warlock, whatever...the summons have the same stats depending on what summon spell is cast and they cannot be buffed through spells and the like.
It would suck to do this since it would be work, but I think it would be a far more elegant solution than the sequencers and all of that, at least if we do not revert things back to how they were. Plus, I could bend my mind around the RP of a summon being something like an astral creature temporarily summoned to the Prime Material Plane and that bond prevents any beneficial magic from being cast on the creature.
The beauty of d&d is having spells you can use in so many situations. A class having spells and being apply them to a summon is just cool, and taking that away or hiding it behind a mini-game that involves time and gold just seems like .. a downgrade not an upgrade.
But at least with this suggested method we wouldn't need any of that and it would be balanced.