Why is Synthesis Summoner banned? Yet Druid n' Cleric n'...


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So why is that Summoner Archtype banned from pathfinder society games? It doesn't seem any stronger than a regular summoner. Sure turning into a big magical monster is neat, but Clerics and Druids (and Wizards sometimes) can pull that off too.

I'd also like to hear comparisons between a Synthesis Summoner vs a shapeshiftin' Druid, is the SynSummoner really that much stronger to warrant banning?


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I'm not 100% sure on this, but I believe it has to do with point-buy and character development. Since a synthesist summoner knows they will be receiving all physical stats from their eidolon, they can just dump them all down to 7 to gain an extra 12 points to put into mental stats. They now have 32 points that they only have to distribute among three stats. It would be like giving the barbarian 4 build points to start with 16 Str.

I could be wrong about this though, I don't follow the PFS rulings generally.

EDIT: On how this differs from wizard/druid spells and abilities. Using beast shape as an example, the spell only grants a modifier to the existing stat. A druid who wild shapes into a bear doesn't get the bear's strength, he gets a modifier to his base strength. In contrast, the summoner actually gets the ability score of his eidolon.


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It's funny to me, cuz' they specifically nerfed the Druid's ability to do this so that it couldn't be all OP like it was in 3.5.

And then they turn around and put it right back in the game with Synthesist Summoner. xD


OgreBattle wrote:

So why is that Summoner Archtype banned from pathfinder society games? It doesn't seem any stronger than a regular summoner. Sure turning into a big magical monster is neat, but Clerics and Druids (and Wizards sometimes) can pull that off too.

I'd also like to hear comparisons between a Synthesis Summoner vs a shapeshiftin' Druid, is the SynSummoner really that much stronger to warrant banning?

Synth isn't nearly as well-balanced as wildshaping. When you wildshape, your Armor Class falls dramatically. When you merge with your eidolon, your AC goes up dramatically.

The synth is also really complicated. My last PF PC was a druid, who regularly turned into a Huge bear or tiger. I didn't need to make that many changes. Just recalc to hit, damage, AC and Reflex (which dropped by a lot), plus CMB and CMD. A synth is far more customizable, and why wouldn't you pick the most powerful combo?

The synth's real problem is confusing rules. They're long and FAQ'd over and over again. When the rules are too complicated to actually use, you don't want that popping up in a game where you just met the DM and three or five other players. In theory you could manage it in a home game, provided the DM spends a whole lot of time learning the complex rules and auditing the sheet every session. You can't expect that to work in PFS.

4/5

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Its the point buy, or people complaining about it. There were several people who.specifically tried to break the game with the class, one even wrote a guide about how to break pfs using it, and his exact builds. Every character he had was a synth usually multi class of some type. I suspect that may have weighed heavily on their decision, but thats only speculation.

That being said, I think the vanilla summoner is overall more powerful than the synth.


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Meh, Synthesist summoner is nothing compared to a normal summoner. You need a lot more than higher ability scores to compete with doubling the action economy like a normal summoner.
Although this thread should probably be in the PFS forum.


I had one in the last home campaign I ran with friends and that was confusing enough.

I can't imagine arguing the rules with every random person that comes in to break a PFS game.


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I imagine the fact that so many people play it wrong likely has a lot to do with it. It is also viewed as being over powered by many people for it's ability to dump all the physical stats, and the evolution you can get might be kinda disgusting on your character as opposed to the eidolon.

Liberty's Edge

I believe there was also a serious thematic issue involving whether the Eidolon on a Synthesist was semi-transparent, and a lot of arguments over that.


Because it doesn't follow the rules from the game.

The synthesist uses 3.5 shapeshifting when every single other class or method (spell, Magic items) for shapeshifting use Pathfinder shapeshifting.


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Avh speaks truth. I do think the Synthesis could be salvaged if it provided modifiers to physical stats instead of replacing the casters own.


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As I recall, the complexity of the rules was the main factor in the PFS ban. Like others have mentioned, the base summoner is stronger since he gets an Eidolon with the same statline as the Synthesist, while the summoner himself keeps his own action economy and a very nice spell list.

As far as I'm aware, PFS generally bans things on account of them not working well in organized play, or brushing up against the no evil characters rule. I don't follow every single PFS decision, but I'm not aware of any that were handed down solely due to balance concerns. The closest example I can think of is the Crane Wing nerf, which was a dev ruling based on PFS input.

3/5

Deadmanwalking wrote:
I believe there was also a serious thematic issue involving whether the Eidolon on a Synthesist was semi-transparent, and a lot of arguments over that.

I don't know how much that factored into the decision compared to power concerns and rampant rules mistakes. The translucent thing was just your typical PFS stupidity regarding flavor.


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You know that a normal summoner can dump his physical stats (except CON, I guess) and get the same use out of the eidolon having the base stats, right? The only amendment I'd make that the change to CON wouldn't give any bonus HP (which would also stop stupid summoners from killing themselves).

Everything a synthesist could do when fused, the eidolon could do on his own. It acts as a stat replacement already.

Hell, if you made it a stat-up, it'd be a no brainer dip choice for just about every melee character. As is, you kinda have to stick with it, or happily enjoy the 14 or 16 str you are stuck with until the end of your career, that you can't even increase by your levelup stat increases. All the stat replacement does is make Monks and other MAD classes slightly more bearable to play.

Paizo Employee Design Manager

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Kimera757 wrote:


Synth isn't nearly as well-balanced as wildshaping. When you wildshape, your Armor Class falls dramatically. When you merge with your eidolon, your AC goes up dramatically.

The synth is also really complicated. My last PF PC was a druid, who regularly turned into a Huge bear or tiger. I didn't need to make that many changes. Just recalc to hit, damage, AC and Reflex (which dropped by a lot), plus CMB and CMD. A synth is far more customizable, and why wouldn't you pick the most powerful combo?

The synth's real problem is confusing rules. They're long and FAQ'd over and over again. When the rules are too complicated to actually use, you don't want that popping up in a game where you just met the DM and three or five other players. In theory you could manage it in a home game, provided the DM spends a whole lot of time learning the complex rules and auditing the sheet every session. You can't expect that to work in PFS.

Those are the primary reasons for the Synthesist being given the boot in PFS. It's less about actual power and more about the fact that people wanting to play one were showing up with 3 pages of FAQs and still getting things wrong or coming to different conclusions than the GM about how everything came together. In truth, a Synthesist is no more powerful than a standard Summoner, and probably actually less so, since he loses one of the most important factors in the game, action economy.


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OgreBattle wrote:

So why is that Summoner Archtype banned from pathfinder society games? It doesn't seem any stronger than a regular summoner. Sure turning into a big magical monster is neat, but Clerics and Druids (and Wizards sometimes) can pull that off too.

I'd also like to hear comparisons between a Synthesis Summoner vs a shapeshiftin' Druid, is the SynSummoner really that much stronger to warrant banning?

I play with one at the moment.

It's OP.

Simple as that. (Oh but it only has have the action of a normal summoner!). Although true, the synthesist summoner has ridiculous defenses and stupid amounts of free AC from class features unique to the archetype (shield bonus), making it hard to threaten without invalidating the defenses of other classes. It's basically just a better barbarian plus partial casting.

Shadow Lodge

Ulfsarkar wrote:
Avh speaks truth. I do think the Synthesis could be salvaged if it provided modifiers to physical stats instead of replacing the casters own.

Something I've considered is using the Str/Dex bonus that Eidolon's get as they level up and having those apply to the Synthesist Summoer while wearing his/her Eidolon.

Grand Lodge 4/5

But so is the summoner, the synth is not more op, and arguably less op. But the entire class is pretty poorly designed from a balance perspective whether synth or not. An eidilon just tends to be much easier to break than other martial classes. The only reasonable variant is the first world summoner, who is probably somewhat under powered.

I've seen a fair number of standard and synth summoners, and the flying reach pounce is good whether someones inside or not. When he's not inside he can also buff him every round, making him even better. Ring of invisibility plus overland flight will make the summoner nearly untouchable assuming he just sits back and buffs. He can then apply all remaining gear to his summon because he's not a real target, so the eidilon is near full wbl with a self-buffing bard companion.

Paizo Employee Design Manager

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Marthkus wrote:
OgreBattle wrote:

So why is that Summoner Archtype banned from pathfinder society games? It doesn't seem any stronger than a regular summoner. Sure turning into a big magical monster is neat, but Clerics and Druids (and Wizards sometimes) can pull that off too.

I'd also like to hear comparisons between a Synthesis Summoner vs a shapeshiftin' Druid, is the SynSummoner really that much stronger to warrant banning?

I play with one at the moment.

It's OP.

Simple as that.

Only insofar as the Summoner in general might be considered OP. Since the general Summoner isn't banned, it doesn't wash as the reason. If you jump back a year or two to the time that the ruling was made you'll see the real problem was how confusing the class was. When a GM is spending 15 minutes flicking through your FAQs and verifying that your class is built properly, it's not a good match for organized play. Especially since the result was often that the GMs were finding discrepancies or disagreeing with the player on what a particular FAQ or mechanic actually meant.

Summoners in general have a few more moving parts than most other classes and can be a little confusing. The Synthesist kicked that up a whole extra level.

Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.


Marthkus wrote:


Simple as that. (Oh but it only has have the action of a normal summoner!). Although true, the synthesist summoner has ridiculous defenses and stupid amounts of free AC from class features unique to the archetype (shield bonus), making it hard to threaten without invalidating the defenses of other classes. It's basically just a better barbarian plus partial casting.

Hmmm.

At level 11, my pfs summoner's eidolon has 7 attacks on a pounce (two greatsword, 5 natural), and 39 ac with barksin up, 35 with just extended mage armor from a rod.

Are you really that much better? He gets to charge and pounce with the benefits from haste / wall of fire blocking some guys off / a protection from evil / assorted other spells aiding him.


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The more I read these threads the closer I get to barring Summoner all together. My current "fix" is no Summoner archetypes and the Summoners summon ability is = to Cha not 3+Cha


MattR1986 wrote:
The more I read these threads the closer I get to barring Summoner all together. My current "fix" is no Summoner archetypes and the Summoners summon ability is = to Cha not 3+Cha

All the archetypes aside from master summoner are a step down in power afaik.

I'd instead reign in his spell list probably. Or oh! make him a 9 level caster with 1/2 BAB and the same spell list but available as the wizard spell of the same level as applicable.


Another alternative I was thinking was having the Eidelon be just like a Druid's companion (or Rangers so at 4th) and its just reflavored that its Eidelon shaped instead of a panther or bear or whatnot and can be banished (outsider)

Liberty's Edge

I don't have a problem with the summon SLA. I do think the spell list could use a little tweaking. Another way to reign it in slightly is to make a house rule that says that the eidolon may not be healed by the normal CLW and restoration spells, but can only be healed through the reguvinate/restore eidolon spells.


MattR1986 wrote:
The more I read these threads the closer I get to barring Summoner all together. My current "fix" is no Summoner archetypes and the Summoners summon ability is = to Cha not 3+Cha

You should probably read andreww's threads about how he solo's modules meant for 4 characters with one sorcerer. I can't do what he did, I at least need some other people.

EDIT: Also, most of the archetypes are total trash lol, and I know I rarely use summon monster because I just use my eidolon


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Ssalarn wrote:
Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.

A regular summoner has weaknesses. A synthesist does not. This is an important factor. Nothing can really challenge the synthesist outside of dismissal like spells.

Regular summoners might have higher offensive potential, but after playing with a synthesist summoner, I can tell you that it is much worse.

*Oh by the way. LAWL comparing synthesist to cavalier. Synthesist out paces The Barbarian (as in the build everyone seems to run). The cavalier doesn't even compare.


MattR1986 wrote:
The more I read these threads the closer I get to barring Summoner all together. My current "fix" is no Summoner archetypes and the Summoners summon ability is = to Cha not 3+Cha

Yes, and we have more or less done this. First of all, every single eidolon build I have seen was mathematically or otherwise wrong, and every single time the error was in favor of more power. We have had dozens and dozens of DM's post here with some complaint about a OP summoner, and every time they have the build, it's wrong.

So, the DM has to study the rules very very carefully and go over every build with a calculator. Lots of work.

Next, look at the FAQ for the synthesist- more by far than any other archetype.

The actual best way to reign in the actual class is to have the Player tell the DM what his eidolon concept is, but the DM builds it. This was actually close to what JJ thought the class would be- you'd pick Demon or outre outsider or angelic and 4 legs or whatever, then there'd be a chart what you got, with few customizable builds.

Little hard to do that with the Synthesist.


It is banned because it is a mess. And it is OP because it allow you to out perform several other classes on there chosen field and have almost full caster power on top. In in some games the double action of a normal summoner may be better but if combat is dangerous and the opponents are clever the invulnerabillity of the synth. is better.


Marthkus wrote:
Ssalarn wrote:
Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.

A regular summoner has weaknesses. A synthesist does not. This is an important factor. Nothing can really challenge the synthesist outside of dismissal like spells.

Touch spells still work, so does area control like walls

Liberty's Edge

CWheezy wrote:
Touch spells still work, so does area control like walls

Touch spells potentially work, if they don't do elemental damage (Summoners have several spells and Evolutions to block that) or involve saves (Synthesists can easily have all good saves, or even a dip in Paladin making them truly unreasonable).

Walls are easily circumvented by flight, Dimension Door, or Dispel Magic, all easily accessible to a Synthesist.

Synthesists are really pretty ridiculous. I played one once, and am well aware of this. I didn't even optimize the build too much (okay, I dropped Str and Dex to 7, but aside from that...) and it was still brokenly effective at, well, almost anything I felt like doing. It was kinda crazy.

Silver Crusade

The summoner in general is pretty powerful. I prefer the Master Summoner archetype when a GM allows it. Never before has Time Stop been so horrific. Imagine one second, it's you vs. a few PCs, and you clearly have the upper hand. The next second, you're surrounded by Fiendish T-Rexes. In any situation, the Summoner is OP.


Synth Summoner<Master Summoner. The ability to drop Summon Monster 9 as a standard action (swift if you can get Quicken SLA) gets powerful. The ability to have any number of summons out makes it retarded. I mean it gets crazy when you are dropping 2 Trumpet Archons a turn (1 quicken, 1 regular) who are spamming Cure. Just about makes you invincible.


IMHO: Synth Summoner is worst to have in a game.

Master summoner just adds mooks to the side of the PCs. They aren't unstoppable avatars of war.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Marthkus wrote:
Ssalarn wrote:
Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.

A regular summoner has weaknesses. A synthesist does not. This is an important factor. Nothing can really challenge the synthesist outside of dismissal like spells.

Regular summoners might have higher offensive potential, but after playing with a synthesist summoner, I can tell you that it is much worse.

*Oh by the way. LAWL comparing synthesist to cavalier. Synthesist out paces The Barbarian (as in the build everyone seems to run). The cavalier doesn't even compare.

The sysnthesist pretty much dispenses with the summoner's weakest link.... the summoner himself. The most powerful regular eidolon can be neutralised by putting down his weak master. A standard summoner then has to invest in his physical attributes to be viable, let alone effective.

A synthesist summoner however, can effectively tank his physical scores while min-maxing his mental ones to make his battlefield spells that much more devastating, as well has having more slots to cast. He the pretty much relies on the buffed physical scores and armor of his eidolon to protect his weak hide. Essentially, he can duplicate the traditional 3.5 Druidzilla with Natural Spell. (and yes, EVERY 3.5 PC Druid took that feat.)


Marthkus wrote:

IMHO: Synth Summoner is worst to have in a game.

Master summoner just adds mooks to the side of the PCs. They aren't unstoppable avatars of war.

Except master summoners cause a single round to go on all night with ease. Additionally, a Master Summoner can very quickly invalidate many of the Out of Combat people with the ability to heal (archons), scout, take care of traps, and get around obstacles. And they have SO many uses of their summon monster ability that it gets ridiculous fast.

Additionally a Synthesist has many weaknesses. He is going to cause many problems in towns and cities if he is a typical munchkin Synth (with like 6 tentacles, 4 arms, and giant sized). Additionally, his Eidolon is not around when the party is asleep (random encounters!) Oh! And enforce the encumbrance rules. When his Eidolon is not out, his carrying capacity is gonna drop like a rock.


LazarX wrote:
Marthkus wrote:
Ssalarn wrote:
Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.

A regular summoner has weaknesses. A synthesist does not. This is an important factor. Nothing can really challenge the synthesist outside of dismissal like spells.

Regular summoners might have higher offensive potential, but after playing with a synthesist summoner, I can tell you that it is much worse.

*Oh by the way. LAWL comparing synthesist to cavalier. Synthesist out paces The Barbarian (as in the build everyone seems to run). The cavalier doesn't even compare.

The sysnthesist pretty much dispenses with the summoner's weakest link.... the summoner himself. The most powerful regular eidolon can be neutralised by putting down his weak master. A standard summoner then has to invest in his physical attributes to be viable, let alone effective.

A synthesist summoner however, can effectively tank his physical scores while min-maxing his mental ones to make his battlefield spells that much more devastating, as well has having more slots to cast. He the pretty much relies on the buffed physical scores and armor of his eidolon to protect his weak hide. Essentially, he can duplicate the traditional 3.5 Druidzilla with Natural Spell. (and yes, EVERY 3.5 PC Druid took that feat.)

Every druid ever takes the feat.... What of it?


K177Y C47 wrote:
Marthkus wrote:

IMHO: Synth Summoner is worst to have in a game.

Master summoner just adds mooks to the side of the PCs. They aren't unstoppable avatars of war.

Except master summoners cause a single round to go on all night with ease.

My bad. Let me clarify.

IMHO: Synth Summoner is worst to have in a game than a master summoner player who is an inconsiderate a-hole.

Your turn should never take longer than a minute or two as a master summoner.

Master summoner is a lot of work to play if you don't want to be that guy at the table. It's this factor that master summoners were banned for. Organized play has no way for a GM to handle that guy.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Marthkus wrote:
K177Y C47 wrote:
Marthkus wrote:

IMHO: Synth Summoner is worst to have in a game.

Master summoner just adds mooks to the side of the PCs. They aren't unstoppable avatars of war.

Except master summoners cause a single round to go on all night with ease.

My bad. Let me clarify.

IMHO: Synth Summoner is worst to have in a game than a master summoner player who is an inconsiderate a-hole.

Your turn should never take longer than a minute or two as a master summoner.

Master summoner is a lot of work to play if you don't want to be that guy at the table. It's this factor that master summoners were banned for. Organized play has no way for a GM to handle that guy.

Pretty much this. It doesn't eliminate the problem altogether, a person can be incoinsiderate and/or not versed enough to waste a lot of table time with even just a single casting of a summon spell.

My general wish for players AND GMs who use the spell is to have those stats hand, or make the minimal investment in an app like Summoner, available for IOS, Android, and Kindle Fire.

Paizo Employee Design Manager

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Marthkus wrote:
Ssalarn wrote:
Power level-wise the Synthesist probably falls a little above a mounted Cavalier and a little below a regular Summoner.

A regular summoner has weaknesses. A synthesist does not. This is an important factor. Nothing can really challenge the synthesist outside of dismissal like spells.

Regular summoners might have higher offensive potential, but after playing with a synthesist summoner, I can tell you that it is much worse.

*Oh by the way. LAWL comparing synthesist to cavalier. Synthesist out paces The Barbarian (as in the build everyone seems to run). The cavalier doesn't even compare.

The Synthesist doesn't get to cast and attack in the same round. The standard Summoner does. That's a pretty big freaking weakness.

If a standard Summoner's Eidolon gets killed or banished, it doesn't leave its master standing naked surrounded by enemies who were powerful enough to drop one of the most potent war-beasts in the game. The Synthesist on the other hand, gets annihilated, doubly so since he's probably been pumping his own hp into the Eidolon to try and stay in the game.

A standard Summoner can augment his Eidolon's combat in battle, even riding it as a mount and making an amplified lance attack in the same round the Eidolon gets to Pounce. The Synthesist can only use the combat style native to his Eidolon.

The Synthesist essentially gives up a swath of abilities and options to get the level 16 and 20 abilities that every Summoner gets early, and there's never a point where he actually outclasses the base Summoner. If it weren't for the cumbersome issues of hashing out all of the moving pieces of the merged character that normally don't come into play until later levels, the Synthesist would be the training wheels version of the Summoner. Sure, it's effective enough at what it does, but what it does is just flat out not as effective as what even the base class does.

Its flaws are pretty similar to the Eldritch Knight PrC. Sure, it can cast and attack, but it can't combine the two in any meaningful way. A full blown Summoner combining his spells and battlefield control every round while his Eidolon gets to continue doing its thing blows the Synthesist out of the water.

The damage potential of a Synthesist and a standard Summoner are basically exactly equal. The difference is, the standard Summoner doesn't have to give up his damage to do other stuff like the Synthesist does, he gets to do both, all the time.

4/5

Marthkus wrote:
K177Y C47 wrote:
Marthkus wrote:

IMHO: Synth Summoner is worst to have in a game.

Master summoner just adds mooks to the side of the PCs. They aren't unstoppable avatars of war.

Except master summoners cause a single round to go on all night with ease.

My bad. Let me clarify.

IMHO: Synth Summoner is worst to have in a game than a master summoner player who is an inconsiderate a-hole.

Your turn should never take longer than a minute or two as a master summoner.

Master summoner is a lot of work to play if you don't want to be that guy at the table. It's this factor that master summoners were banned for. Organized play has no way for a GM to handle that guy.

Agreed. I played an undead lord necromancer with leadership who summoned monsters. I still was usually faster than half the party on my turn. Granted, we used a virtual table top, which hastened the dice rolling. I may have up to 15 bodies on the battlefield and most my turn was done by the time he said it was my turn. There were a few times were something so drastic happened right before my turn it may have taken longer, but 98% of the time I had 2 minute or less turns no matter how many bodies were there, and the majority would be under 1 minute.


Every time someone uses the Point Buy System to make a character, a puppy dies.


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master_marshmallow wrote:
Every time someone uses the Point Buy System to make a character, a puppy dies.

I...what?


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The only thing that makes a Synthesist bad for the game is the fact that its mechanics can be exploited by the Point Buy System.

In fact, most problems inherent with class design comes in one way or another from there being a serious problem with the Point Buy System.


master_marshmallow wrote:

The only thing that makes a Synthesist bad for the game is the fact that its mechanics can be exploited by the Point Buy System.

In fact, most problems inherent with class design comes in one way or another from there being a serious problem with the Point Buy System.

And this problem is what? How does point buy cause issues with class design? 'cause in my adventures with class design, both as a homebrewer and with the Harbinger for DSP, point buy's been an aid in keeping the math clean, predictable, and comprehensible.


I'm inclined to agree with you marshmellow (besides the puppy part) about point-buy for a number of reasons. Point buy dramatically changed the way D&D has been played and has lead to more focus on optimization over focusing on RP (stfu on Stormwind) than ever before.

The fact is, though, that point buy AFAIK has become so standard that they couldn't have done Summoner and its archetypes without knowing this fact. I can't fathom how they didn't see stat dumping would happen with Synth Summoner. It's one thing in PF that just boggles my mind.


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I'm confused... Rolling stats ends with the exact same sort of thing, except that sometimes the good stats are lower or the dumped stats are higher. If I'm playing someone who can afford to dump some stats, my lowest ones are going into those stats probably, whether or not they're rolled or point-buy.

This is true unless you're going with the AD&D-style "roll six stats in order, that's what you're locked into", in which case you've got a stat scheme that's even more hostile to roleplaying and building a character concept.


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master_marshmallow wrote:
Every time someone does not use the Point Buy System to make a character, a puppy dies.

FTFY

"Hey guys. I want to insure inter-party disparity. So lets randomly roll for stats in a game that hasn't supported the random consequence of rolling for stats since AD&D!"

Shadow Lodge

Honestly, I don't mind the Synthesis or the Master Summoner or regular Summoner, or any of the other archetypes. Master Summoner from my experiences is only OP if you do things like try and get 6 full attacking eagles/round by spamming summon monster out too much or something. If you do it carefully, it actually winds up feeling more like a Summoner than the entire class which is seemingly focused on hiding behind your imaginary friend while dropping pits down and buffing. Synthesis is also not too OP unless you try to be a complete DPR machine. If I ever get a chance to play one I usually have to GM for them, I would probably focus on skills as much as melee, and try to be more well-rounded than pure combat. Regular Summoner is just worse at trying either of the two, but gets better action economy than the Synthesis and less cheesy than the Master Summoner.

I think the main reasons Synth got banned were that it was both confusing, and didn't fit the typically preferred way for Summoners to be in PFS, which is to say, the "Hide Behind Imaginary Friend whilst Dropping Pits and Buffs". And that it was also easy to make OP.


You may put your lower rolls in certain places, but the rolls can often determine what direction you want to go instead of fine tweaking it to get just the build you wanted from the get-go.

There can be a disparity in rolls but that's where common sense comes in and the DM either adjusts the high person or the low person depending on what level of play they want instead of people needing a rule for everything because they need it in the book since they once had a past DM who was a meanie.

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