| BlingerBunny |
This is only a basic idea, but I think it'd balance out any minion-mancers in Pathfinder.
A caster that creates a minion is given a number of actions per round equal to the number of minions, plus two. The caster can use these actions to direct the minions in combat.
Limitation; Neither the caster, nor the minion can use more than two actions per round, each. Full-round actions count as two. Once the actions are spent, no other actions can be taken, except for swift, immediate, and free actions.
I'm hope that this can cut down on the shenanigans that summoners, wizards, and other casters bring up when using minions in bulk. It'd allow casters to utilize numbers, but it'd also reduce the turn time to a degree.
These rules could include, or exclude eidolons, familiars, animal companions, etc...
With these rules, you're cutting the caster's minion-action economy nearly in half, which speeds up combat, and could prevent a dull game for other players.
Just remembered! Haste is amazing, lets make it moderately beneficial while avoiding breaking the game. If the caster, and/or the minions are hasted, the caster will gain a number of extra actions equal to half the number of hasted minions rounded up, minimum one. Otherwise, haste acts normally when only the caster is hasted.
In the case of summoning caster minions, any abilities, or spells, that require more than a round to maintain, or cast, will be treated as a full-round action and consume two actions from the next rounds action pool automatically, unless the ability, or spell, is cancelled.
The flavor behind this is that casters need to give orders to their minions in combat, and this can be quick and easy, but it can also be time consuming when it comes to minion management. In the heat of combat, you might be too busy giving orders to your minions to react to someone getting up close and personal with you.
That said; What do you guys think? Is there anything I'm missing?
| Lady-J |
why don't you just buff what ever they summon whenever they just summon one creature instead that way it isn't a slap in the face for those who are counting on being able to summoner small mobs of minions reliably and can grant a power boost for those who choose one big minion instead of multiple small ones
| Lady-J |
In that scenario you could revert to core rules. The whole idea is to prevent that one player with a zerg-rush fetish from ruining the game for everyone else. "Good job! You swarmed the dungeon and cleared it in a session, you've effectively made everyone else feel useless."
yes but when characters design themselves that way its the only thing they have and i know its usually an unfun tactic i played a character like that once didn't have much fun but it literally saved us in nearly all of the combats its an effective battle field control strategy as well as a damage mitigation strategy. rule that the summoner has to have printed out stat sheets of every monster he wants to summon and have all his actions he wants to do with them ready for when his turn is there so it goes by a lot faster by doing just that we cut our combat times in half although they still took a bit longer than what it normally would