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Does anybody here allow summoning magic in their games and if they do how do you balance it? I'm considering homebrewing in a bunch of summoning stuff into my game but am hesitating because of its potential to be comically broken and overshadow the players.
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>>97495059
It can be unbalanced but it's fun and that's more important.
>>97495096
It's an on topic thread, you just want to be a shitstain however you can huh.
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>>97495059
Make it a rule that there can only be so many summons controlled by one summoner at the same time. Either that, or make it extremely costly. Action economy is king in turn based combat, so if you want to balance things you should prevent near exponential growth of actions-per-turn because the PC has summoned ten demons that all attack individually and do respectable damage.
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>>97495059
Making it require actions from the summoner to command the summon tends to be plenty. Obviously there's other factors like the cost to summoning, duration, and the maximum distance you can be from a summon while still commanding it, but the key part is that you're exchanging one character's actions for a new temporary character.
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>>97495059
Whenever I've experimented with summons, I've limited them to one instance of summoning effect at a time per caster, while highly specialized summoners might get a second instance, in exchange for being severely weak with their own powers.
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>>97495059
The way I usually handle it is that any time creatures are summoned, I take some enemies of equivalent power off the turn order and handwave that the summons are busy fighting those enemies until the end of the combat. I don't do that D&D shit of shitting up the turn order and slowing down combat so one player's half a dozen summons can take turns. Fuck that brainrot.