Help me hate my Master Summoner PC less!


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Marthkus wrote:
As far as PFS is concerned, summons are part of the player's sphere.

And in PFS scrolls are neither arcane nor divine, you cannot have more than one combat creature, magic item creation is not allowed, etc, etc, etc.

Their house rules don't really have a place here.

Summons are not mentally controlled by the summoner. They are monsters. The DM runs them. Very simple.

Do this and you will find that a lot of your issues with 'abuse' vanish away immediately.

-James


james maissen wrote:

Summons are not mentally controlled by the summoner. They are monsters. The DM runs them. Very simple.

This is false. Yes, it's your opinion, but it's not a fact and it's not the way the vast majority plays.

It's true they are not mentally contolled by the summoner, but they attack his foes to the best of their ability and he chooses who they attack, not to mention if he shares a language, he can tell them what to do.


Pathfinder Adventure Path Subscriber
Mortavius wrote:

Thank you all for your feedback on this issue, it's very appreciated.

Just to clarify a few points,

1) I don't want to single out this PC or specifically attack him. I...
2) The Protection from X and Magic Circle spells are a great suggestion. ...
3) DR does work, but it's not fool-proof. For example, the lycanthropes ...
4) So when he summons them, the spell has a casting time of 1 round. Does that mean when it comes around time to the Summoner's next action, the Elementals all appear and act just before him on the turn order? With it being roll20 interface, I have to put them in somewhere, and assign them a number.

When he is using the spell, put them right before the Summoner's initiative.

When he is using his (Su) ability, which is a standard action, give them the same init as the summoner.

May I also suggest that the judicious application of Dispel Magic may be in order. 1 area dispel targeting one of the summoner's spells or SLA?
Of course if I was the enemy caster, I'd just be dropping AoE damage/control spells on the party, not the summoned mobs.

Anti-life shell keeps out elementals just fine...but it's a bit higher level.

In any case, if he's filling the battlefield with his mobs, fine. Wait 1 minute per level (say half an hour) and spring the next encounter. If you're doing this 5 or 6 times a day...he'd better be rationing his summons a bit more carefully. Note this tactic is used against anyone with resources limited to x/day (usually buffing spells.)


Pathfinder Adventure Path Subscriber
DrDeth wrote:
james maissen wrote:
Summons are not mentally controlled by the summoner. They are monsters. The DM runs them. Very simple.

This is false. Yes, it's your opinion, but it's not a fact and it's not the way the vast majority plays.

It's true they are not mentally contolled by the summoner, but they attack his foes to the best of their ability and he chooses who they attack, not to mention if he shares a language, he can tell them what to do.

Correct.

Just as a BBEG's minions are not mentally controlled (well unless of course they actually ARE) and yet I've seen many GMs silently coordinate the bad guys like they have a hive mind. Whether they actually have a hive mind or are a hodge-podge thrown together PUG of a bounty hunting group of lone-wolves. :)

Silver Crusade

I am just ashamed at the way your player is playing. As someone who has played a Master Summoner before I can tell you two things.

1) I never stated out an Eidolon. The whole point of MS is to not need it.

2) My turns never took longer than a minute.

My suggestions:

Have player roll out to-hit and damage rolls before his turn. That way all he has to do is read out the results to you.

"Does X break AC?"
"Yes"
"Y damage"
"Does Z break

As someone who is playing a halfling MS level 14 who "can" SM close to 20 times a day

This sums it up, It is the players responsibility to make it go smoothly. I find that my combat round takes no longer than anyone else.

Totally agree on the eidolon I don't use mine except for fluff.

If anything I am not a burden nor a "spotlight hog". I rarely do more than 2 SLA per combat. I am for the most part invisible and flying buffing players and controlling the battlefield.


DrDeth wrote:

he chooses who they attack,

No, he does NOT choose. Not without being able to directly communicate with them.

Quote:
If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A hive mind (when not really existing in game) is an immersion breaker, regardless of who does it.

The role of the DM is to roleplay all of the NPCs, so that the players need only take on the role of their character.

-James


james maissen wrote:

The role of the DM is to roleplay all of the NPCs, so that the players need only take on the role of their character.

Summoned Monsters are no more NPCs than a Fireball is.

Not to mention, the Player usually runs his cohort, mount, familiar, etc.


Rerednaw wrote:

May I also suggest that the judicious application of Dispel Magic may be in order. 1 area dispel targeting one of the summoner's spells or SLA?

I think you will find that

1.) Your solution only works when you have a level 11+ caster enemy, which is not abundant against level 7 summoners in Carrion Crown.

2.) If you trade your standard action (cast greater dispel magic) for a 50% chance of countering a player's standard action (summon monsters), and he can do his action WAY more times per day than you can do yours, and he has a bunch of friends who also have standard actions...you're not going to be very effective.

TLDR: I wish it weren't so, but dispel magic is a pretty awful use of an action in Pathfinder. =/

-Cross


DrDeth wrote:
james maissen wrote:

The role of the DM is to roleplay all of the NPCs, so that the players need only take on the role of their character.

Summoned Monsters are no more NPCs than a Fireball is.

Not to mention, the Player usually runs his cohort, mount, familiar, etc.

Technically you're incorrect. All of those things you mentioned are NPC's except the fireball. That's just a silly metaphor.

Anyway, Technically the DM runs all of those things. However, since that would be a monumental pain in the ass the DM usually just lets the player run Mounts, Summoned monsters, etc.

Delegation is a wonderful thing.


DrDeth wrote:
james maissen wrote:

The role of the DM is to roleplay all of the NPCs, so that the players need only take on the role of their character.

Summoned Monsters are no more NPCs than a Fireball is.

Not to mention, the Player usually runs his cohort, mount, familiar, etc.

May I interject a simple proposal to Mr. Deth (staunch defender of summoning classes) and Mr. Maissen (staunch advocate for the liberation of summoned creatures)?

While it's good of you to argue over rules interpretations, neither of you are actually helping the OP. As BOTH OF YOU AGREE, if the summoner can communicate with the creatures, they will do what he wants. Communication is not a particularly difficult roadblock. So, best case, you're being a little annoying to your PC, and a summoner is equivalently effective in combat. So your argument has little to do with how effective summoners are, power-wise.

Likewise, the argument that the DM should run the NPCs is the rare (and beautiful) suggestion that actually runs counter to what the DM wants to do: speed up combat and prevent the MS from slowing it down. The DM has the _most_ dice to roll already. Having him roll the MS's dice to does not in any way streamline the process except to require very precise instructions to be relayed to the DM, adding delay.

---------------

My original point stands: Master summoners are a problematic class, as pretty much everybody agrees, because they are the best in the game at the most flexible/overpowered/difficult-to-run mechanic, which is summoned monsters.

I very much suggest the pre-rolling technique used above, in conjunction with turn time limits, to mitigate the effects of the master summoner. Average damage on all summoned monster hits can help too.

Mitigating power without specifically targeting the player is more difficult. Pretty much all levelheaded PF experts agree that the summoner is problematic (though, as evidenced here, you will always get some "NOTHING IN PF IS IMBALANCED" folks), and the Synthesist and Master Summoner the most so. To be honest, you're going to have to work pretty darn hard to prevent other characters from feeling overshadowed if your summoner knows what he's doing.

But the suggestions in this thread are pretty good.

-Cross


Calling anything in PF UP or OP requires ignoring many facets in this complicated game.

Rare are the distinctions like that between the Warrior class and the Fighter class, where the latter is clearly the former plus more. In such cases one class is clearly better than the other.

These forums tend to follow the mindset of Spells > anything not spells. And within the category of spells the mindset is generally conj > other schools. And within the category of conj for high level slots it tends to follow summons > not summons.

The Master Summoner has an abundance of high level "slots" in the form of SLAs that are able to do what the forums would call the best spells in the game, and as such becomes the best standard action in the game. Ergo Master Summoner is the best class.

This all hinges on multiple premises. The most fallacious of which is the idea that Spells > anything not spells. Barbarians tend to prove this premise wrong all by themselves.

Furthermore, the idea that being able to spam summons is the best tactic for a fullcaster to do is equally fallacious. There are many hard counters to this technique the most common of which is DR and decent saves, which both reduce DPR and the effectiveness of SLAs.

Summoning takes skill to both run fast and run well. Knowing the preparing the right monster for the right combat is critical to success. A real fullcaster throws around a few BFC spells, and buffs to just as much effect as a well played master summoner.


Scavion wrote:
Aeric Blackberry wrote:

If you summon the right elementals (almost always earth), they will do tons of damage.

You can try to summon less and more powerful critters. You will be nerfing yourself, but if it will be more fun for everyone...

Change superior summoning by summon good monster and check the hound archon and the foo lion. Both are very good (archon is more versatile).

We're not trying to make him more effective. The GM is looking for ways to rebalance his game with tons of summon monsters mucking up the fights.

And that is why I suggested to summon less creatures but more powerful. It is easier to resolve the actions of 1 creature rather than 1d4+2.

And that makes him LESS effective, not more. At 7th level each earth elemental has a +8 attack bonus and does 1d6+11 damage versus earth grounded creatures. That is a 45% to hit an average CR7 critter. Double that quantity of attacks (and increase to 50% of success) with a haste.

A lot of lower level summons is a hell of an option at that level. A swarm of earth elemental can destroy a good part of the enemies that they will face at that level. But is also a very slow option for resolving turns.

Less summons, more powerful. Is a weaker option but more manageable and still quite effective.


Crosswind wrote:
While it's good of you to argue over rules interpretations, neither of you are actually helping the OP. As BOTH OF YOU AGREE, if the summoner can communicate with the creatures, they will do what he wants. Communication is not a particularly difficult roadblock. So, best case, you're being a little annoying to your PC, and a summoner is equivalently effective in combat. So your argument has little to do with how effective summoners are, power-wise.

I disagree.

Given the situation that the summoner has 'spammed' a lot of summons, then even if they are intelligent (e.g. elementals) and he can speak to them...

He could not in a single round say:

Elemental 1, move from this square to that square to give flanking, then attack.

Elemental 2, ready for the flank, then attack.

Elemental 3.... etc.

He just won't have enough time to give all of those orders. He might as well give a dwarven family lineage instead.

There is a world of difference between telling something to do X, and actually moving and doing it for them. Just think back to I'm certain many a game night where you've told another player the plan...

This does make a significant impact on the power that you are talking about here. The power is in the hive mind and the instant coordination. It is this that will seem (and likely be) overpowered. A bunch of 13hp small elementals for a 7th level party to use.. just doesn't become overpowered.

Crosswind wrote:

Likewise, the argument that the DM should run the NPCs is the rare (and beautiful) suggestion that actually runs counter to what the DM wants to do: speed up combat and prevent the MS from slowing it down. The DM has the _most_ dice to roll already. Having him roll the MS's dice to does not in any way streamline the process except to require very precise instructions to be relayed to the DM, adding delay.

Actually, again I will disagree.

If the player in question is a slow player while the DM is not, then I guarantee you that this would speed up play. In general DMs tend to be quicker than a lot of players in this respect, and if they are not, then there are bigger fish to fry.

It would also highlight the limits that the PC could reasonably direct them during their turn. Kinda like listing out all of your gear highlights your encumbrance issues...

I'm not saying that a DM cannot delegate running such NPCs to others. Many DMs do, to the point that others assume that this is the real rule (as we learn this game at the table despite breaking our backs with all those books). But I am suggesting that he not do so and see how that works.

My main point is that the OP is giving the summoner player more than they are entitled. Rather than take away true facets of the class, my suggestion is to remove those that they aren't entitled to have!

-James


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0_0

Situation 1.

Player knows what he is going to do and pre-rolls attacks and damage rolls.

During his turn, he moves summons and reads results to GM, who tells him whether or not his attacks hit

VS

Situation 2

Player summons random monster and says "ATTACKS MY MINIONS!"

GM looks up creatures, adds feat bonuses, rolls attacks, rolls damage rolls.

Player interjects saying that his summons would be flanking that creature.

GM and player argue or 30 minutes as to whether or not that is true.

Player then wants his summons to use SLAs.
GM and Player argue for another 30 minutes over how that will work out.

GM then spends 5 minutes trying to get everyone else to stop playing Angry Birds on their phones.


Crosswind wrote:
As BOTH OF YOU AGREE, if the summoner can communicate with the creatures, they will do what he wants. Communication is not a particularly difficult roadblock.

Another point in favour of less monsters. Communication is really difficult with a large bunch of int 4 elementals. It is very improbable that you will be able to issue specific commands for each one. You will make general 6 seconds statements and they will obey as well as they can, but don't expect a lot of finesse or tactics.

I usually correct the too tactical decisions of the summoner for his low level intelligence critters.

Edit: Sorry. Whatever James Maissen said while I was typing.


Eh, I expect more finesse out of 4int monsters than most people I guess. After all IRL animals with in game stats of 1 and 2 can coordinate perfectly fine even on the fly. A monster of 4 int is twice as smart, knows its own abilities, can receive more complex commands than dogs, and can make "fill in the blank" tactical decisions just fine. Now a mindless zombie, skeleton, or vermin would be a no go for tactical finesse and optimal use of abilities. But that isn't what is being discussed.

Sovereign Court

If some npcs are aware of the pcs actions and party, they would prepare approriately, after all intelligent npc...are intelligent. The spell control summon comes to mind.


Pathfinder Adventure Path Subscriber
Crosswind wrote:
Rerednaw wrote:

May I also suggest that the judicious application of Dispel Magic may be in order. 1 area dispel targeting one of the summoner's spells or SLA?

I think you will find that

1.) Your solution only works when you have a level 11+ caster enemy, which is not abundant against level 7 summoners in Carrion Crown.

2.) If you trade your standard action (cast greater dispel magic) for a 50% chance of countering a player's standard action (summon monsters), and he can do his action WAY more times per day than you can do yours, and he has a bunch of friends who also have standard actions...you're not going to be very effective.

TLDR: I wish it weren't so, but dispel magic is a pretty awful use of an action in Pathfinder. =/

-Cross

@Cross: I said 'judicious application,' or maybe I didn't? ;)

If the NPCs are poorly built or statted out and casting would be suboptimal then of course don't do it. Judging by your response, it seems none of the enemy casters in the entire AP must have a decent caster level build. As it is a home game and the OP was looking for options without banning characters I was answering him.

I'm just used to continually facing NPCs that are always higher level, or have custom builds that bump their CL, and I may have made an incorrect assumption regarding the AP or the flexibility the GM has with a home game.

It's easy to say "ban it" or "no" or dismiss someone's suggestion without offering a solution. I find it far more productive to offer alternative solutions. I find banning is easy...making things fun and the game work is harder...but more rewarding and fun. To each their own.

I could I sworn I mentioned (the very next sentence?) if I was the caster I'd be more in favor of dropping AoE damage/control spells. AoE damage/control doesn't care if you're one creature or ten...as long as you fit inside the template. :)

Or of course, as others have suggested control/neutralize the summoner. Suddenly those dozen pets are YOUR friends.


Just a few overlooked things to consider to help with mass-summon abuse:

Not under summon monster but in the previous chapter with general notes about spells (my italics for highlighting purposes)

Core Rulebook p209 wrote:
Conjuration... A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Admittedly subject to interpretation in the case of flying creatures, especially air elementals. But this seems to forbid the summoning of creatures into a starting position of "in the air" which would nerf the tactic of stacking them right off the hop. Still manageable with some command actions. Summon monster has the grace to allow that the creatures will fight to the best of their abilities. I don't see a problem with letting flying creatures, even "dumb" 4 Int creatures, naturally resorting to 3-d tactics like stacking (not more than 1 per 5'cube though) to surround a foe from above and below as well, for a maximum of 8 around, 9 below and 9 above (all the adjacent cubes). Provided their flying ability allows such precise hovering.

same book, next page wrote:

Summoning... A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.

I'm not familiar if this is addressed elsewhere. But as a rule-based nerf, you could limit future summonings of the same creature based on the outcome of previous encounters. So if your PC previously summoned 5 small earth elementals and 3 were killed/dropped below 0 hp, you could say that only 2 are available for future summons of small earth elementals that day.

Also note that if your PC summons spell-casting minions, the minions' spells end when they do, regardless of standard spell duration. So that limits summoned buff abuse.

Protection from Evil (Evil, not other alignments)

same book, next chapter p327 wrote:
This spell wards a creature from attacks from evil (duh) creatures, from mental control, and from summoned creatures.

I checked protection from good, chaos and law as well. Those spells specifically stipulate that they protect from good, chaotic and lawful summoned monsters. But protection from evil? Any summoned monster. So that's the one to get for your smart NPCs.

Hope that helps rather than confounds. Good on you for not wanting to punish your player at this junction with a mandatory class shift. Good luck!


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Thank you all very much for the continued interest and advice on this topic. I find all this discussion very enlightening and interesting. I think everyone has brought up some good points.

Some concerns I have, is I don't want to come on too heavy-handed. This player has played this character since the middle of Trial of the Beast (the previous adventure), at somewhere around 4th-5th level (I don't recall which). So I'm concerned about coming to our next game and pulling a complete 180 on the way things have been done all to this point.

I haven't discussed any concerns with the player in question, partly because I wasn't sure that whether this was all in my head or not. And the last thing I want to do is jump on this person when he's just trying to have fun with his character.

I am going to speak with the player about speeding up combat by having his rolls ready. I also want him to try and tell me what monsters he wants to summon ahead of time so I can get tokens prepared beforehand. I think these are reasonable things, as they affect everyone at the table.

I don't think I'm going to take complete control of his summons, but only because he's been doing it all the time up till now, it will look like pretty unfair targeting if I start doing that to him. But I do think I will take other suggestions to heart, and keep in mind the nature of the beasts. What with elementals reacting differently to commands and such. Also, I like the suggestion of limiting his commands in combat. I think it's reasonable that he can only give short commands in combat, unless he wants to give up his actions.

@Uri Meca: I think we have different versions of the book. My book clearly says "Summoned creatures that are not evil are immune to this effect." But I still appreciate you pointing it out, make no mistake.

Liberty's Edge

Mortavius wrote:
I haven't discussed any concerns with the player in question, partly because I wasn't sure that whether this was all in my head or not.

If it is important enough for you to come and discuss it on the boards, it should be enough for you to discuss it with the player ;-)

On the "How to hate him less", you could consider that it could be even worse if he had optimized his character more :-))

Dark Archive

The question not answered is do you trust him to pre-roll the attack rolls? If so that will cut a lot of your time down. If not have him roll damage dice at same time he rolls attack rolls. That will cut the rolls in half.

The other suggestion that I have heard and use for my summoner is having cards of what I plan on summoning ready for the game. If he is not willing to do a little prep, Then he is not ready to play that character.


If you can't trust him to pre-roll attack rolls, then he shouldn't be in your group, much less playing a master summoner.

Who the hell cheats at D&D/PF? It's not like you can win.


Mortavius wrote:
@Uri Meca: I think we have different versions of the book. My book clearly says "Summoned creatures that are not evil are immune to this effect."

/me looks. /me sighs at self.

Heh, I first checked which printing I had. 3rd. I can't possibly be that wrong, can I? Then I looked at the spell more closely. Go figure, there's more info when I actually turned the page. Right you are. Huh, I don't think we ever played it that way. That will be a nasty surprise come the next non-evil summoned opponent. Thanks for pointing that out. And here I thought I was being thorough with that longish post.

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