Expanding Summoning

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TH - The Hunt
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Re: Expanding Summoning

Post by TH - The Hunt » Sat Aug 15, 2020 4:54 pm

The program doesn't have tiers, it just has units with stats. Tiers were something we invented to make it more difficult to obtain more powerful units, but that has nothing to do with the program.
"The Hunt rides. The Hunt protects."

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TH - The Hunt
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Re: Expanding Summoning

Post by TH - The Hunt » Sat Aug 15, 2020 4:57 pm

Something we haven't seen yet, one way or another: The biggest disadvantage of relying on summoned armies is that when the spell is over, there's backlash from the hordes of monsters that were just unleashed on the world. You can't rely on summoned armies and successfully defend your lands or conquer others, that's just not how summoned armies work. You end up with a mess of marauders, because you took a shortcut.

Works well if you're more about destroying what you can while you can than about taking or maintaining control, though.
"The Hunt rides. The Hunt protects."

MaH - Meganno al Hamam
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Re: Expanding Summoning

Post by MaH - Meganno al Hamam » Sat Aug 15, 2020 5:46 pm

never heard about a backlash- always thought they just disappear after spell is gone- where in the rules do you read that?

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TPK - The Pirates
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Re: Expanding Summoning

Post by TPK - The Pirates » Sat Aug 15, 2020 5:48 pm

The original version has them turn into uncontrolled units essentially, marauders.

It is the intended consequence of casting and not extending. Unless they all get killed off, at some point they run amok.

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TPK - The Pirates
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Re: Expanding Summoning

Post by TPK - The Pirates » Sat Aug 15, 2020 5:56 pm

https://thetrove.net/Books/Dungeons%20& ... irthright/

Grab Book of Priestcraft, Book of Magecraft, Book of Regency Campaign Setting, Blood Spawn, and Blood Abominations :)

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DM Juan
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Re: Expanding Summoning

Post by DM Juan » Sun Aug 16, 2020 10:06 am

Summoning
(Conjuration/Summoning)
Regency: See Below
Gold: See Below
Duration: 1 Turn + 1 Action/level
Using a powerful summoning spell, a wizard creates an army to do his bidding. At third level, a Wizard can summon 2x Gnollish Irregulars, at sixth level she could summon 2x Orog Infantry or Archers, or 4 Gnollish Irregulars, and at 9th: 2 Stonecrown Ogres, or 4 Orogs, or 6 Gnolls. At 12th, 4 Stonecrown Ogres, 6 Orogs, or 8 Gnolls. At 16th: 6 Ogres, 8 Orogs, 10 Gnolls.

The army is available to defend where they are summoned the action they are summoned, but cannot move until the following action.

Gnoll Irregulars: 1GB, 2RP per unit
Orog Infantry/Archers: 1GB, 3RP per unit
Ogres: 2GB, 5RP per unit

We can go back to something like this.

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RaH - Rassan al Hamam
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Re: Expanding Summoning

Post by RaH - Rassan al Hamam » Sun Aug 16, 2020 11:13 am

I think the difference between 9th and 12 is to big. I would go for 3 ogres at 12 and 4 at 16

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RaH - Rassan al Hamam
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Re: Expanding Summoning

Post by RaH - Rassan al Hamam » Sun Aug 16, 2020 11:16 am

Even this is maybe a bit much since the xp chart was changed this game and its much easier to level.

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TPK - The Pirates
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Re: Expanding Summoning

Post by TPK - The Pirates » Sun Aug 16, 2020 11:19 am

What does that have to do with it? Spells are supposed to be more potent at higher levels.

Just because XP is easier to achieve we reduce Cone of Cold from 1d4 to 1d2 per level because it's 'easier' to level?

Come on, guys.

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DM Juan
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Re: Expanding Summoning

Post by DM Juan » Sun Aug 16, 2020 11:21 am

That is also partially why I stratified the cost, Ogres would cost more than the Irregulars to summon. It'd be really expensive at higher levels.

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