Make Summoning risky

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:

  • 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 fix everything.

Moderators: Active Admins, Forum Moderators, Active DMs, Contributors, Area Developers, Artist/Animator, Suggestion Moderators

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

Make Summoning risky

Post by Gwenneth_Corvain »

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.
User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4787
Joined: Tue Sep 09, 2014 7:13 pm

Re: Make Summoning risky

Post by Irongron »

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.
Locked