Page 9 of 10

Re: Expanding Summoning

Posted: Sat Aug 15, 2020 4:54 pm
by TH - The Hunt
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.

Re: Expanding Summoning

Posted: Sat Aug 15, 2020 4:57 pm
by TH - The Hunt
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.

Re: Expanding Summoning

Posted: Sat Aug 15, 2020 5:46 pm
by MaH - Meganno al Hamam
never heard about a backlash- always thought they just disappear after spell is gone- where in the rules do you read that?

Re: Expanding Summoning

Posted: Sat Aug 15, 2020 5:48 pm
by TPK - The Pirates
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.

Re: Expanding Summoning

Posted: Sat Aug 15, 2020 5:56 pm
by TPK - The Pirates
https://thetrove.net/Books/Dungeons%20& ... irthright/

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

Re: Expanding Summoning

Posted: Sun Aug 16, 2020 10:06 am
by DM Juan
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.

Re: Expanding Summoning

Posted: Sun Aug 16, 2020 11:13 am
by RaH - Rassan al Hamam
I think the difference between 9th and 12 is to big. I would go for 3 ogres at 12 and 4 at 16

Re: Expanding Summoning

Posted: Sun Aug 16, 2020 11:16 am
by RaH - Rassan al Hamam
Even this is maybe a bit much since the xp chart was changed this game and its much easier to level.

Re: Expanding Summoning

Posted: Sun Aug 16, 2020 11:19 am
by TPK - The Pirates
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.

Re: Expanding Summoning

Posted: Sun Aug 16, 2020 11:21 am
by DM Juan
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.