07-30-2019, 04:53 PM | #1 |
Join Date: Aug 2018
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Summoned Creatures and Actions
According to ITL, a summoned creature can't attack on the round it's brought into being (same with illusions).
It seems a little unfair to have the Wizard summon a Myrmidon (or Wolf or whatever) for 2 ST, and then have to wait and pay another 1 ST on the next round to actually use it. Contrast this to Fire (also a Creation spell) that does damage immediately to anyone in the hex where it's brought into being. Maybe this would make wizards/summon spells/illusions too powerful? I'm still super-new to the game, and am not seeing a game-breaker here, but stuff like this exists for a reason and I'm hoping I can read about that here. Thanks in advance! |
07-30-2019, 06:48 PM | #2 |
Join Date: Aug 2005
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Re: Summoned Creatures and Actions
Both can engage on the turn they are created/summoned. Which allows them to block access to the wizard.
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Helborn |
07-30-2019, 07:19 PM | #3 |
Join Date: Oct 2015
Location: New England
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Re: Summoned Creatures and Actions
Among the wizardly societies I've created is one specializing in summoning and who have access to a secret skill that allows the conjured beings of those who know it to act (but not to move) at the very end of the round on which they were created, at -4DX.
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07-31-2019, 11:20 AM | #4 |
Join Date: May 2015
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Re: Summoned Creatures and Actions
It would both be overpowering compared to the abilities of fighters, and also create situations where some fighters cannot do anything to react before they'd be getting attacked and possibly killed, especially since the creations can appear in any hex within a 7-megahex area, with any facing.
Suppose you were a fighter and were trying to close in on a wizard, when suddenly a magic warrior or bear or dragon appeared right behind you! This can still happen, and you're engaged by it and will probably have to fight it next turn. But if it could ALSO attack you on that same turn... yo ho ho, it's a ST 15 DX 9 myrmidon who gets a +4 DX for attacking you from behind - before you can do anything, it gets to roll a 13 or less to chop you in the back for 3d damage. Etc. |
07-31-2019, 11:28 AM | #5 | |
Join Date: May 2018
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Re: Summoned Creatures and Actions
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Personally, if a wizard summons a creature next to an archer, I'd allow the archer to fire that turn and also the next turn, since there's no threat to the archer on the turn of summoning. |
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07-31-2019, 02:50 PM | #6 |
Join Date: Jun 2018
Location: London, UK
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Re: Summoned Creatures and Actions
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07-31-2019, 02:55 PM | #7 | |
Join Date: Oct 2015
Location: New England
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Re: Summoned Creatures and Actions
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07-31-2019, 03:30 PM | #8 | |
Join Date: May 2018
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Re: Summoned Creatures and Actions
Quote:
Suppose an adj DX 16 wizard summons a wolf next to an adj DX 15 archer.
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07-31-2019, 04:19 PM | #9 | |
Join Date: May 2015
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Re: Summoned Creatures and Actions
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Creation spells reach up to 5 hexes away (depending on where the megahex grid lies) for no penalty to DX. Thrown spells are -1 per hex distant. Thrown spells such as Freeze and Sleep instantly take down a fighter for at least a while, but they have their one effect and then are done. Creation spells bring an entire new combatant into play - they don't just get one attack and then are gone. Summoning combatants is one of the most powerful and useful types of spells - they don't need another ability to be able to make instant backstab attacks. Having a foe appear is already quite enough. In the case of Illusions, it would tend to avoid one of that spell's few weaknesses - the opportunity to disbelieve. It also introduces a funky technical question about when created figures act if their DX is higher than the spell-caster... do they then miss their action, or act immediately. I call it funky because it means there would be odd gamey effects either way you do it. e.g. If you rule that they lose their action, then it's better to summon a lower-DX creature so they don't lose their action, meaning slower creatures get their first action sooner, which is a backwards gamey side-effect. If you rule that they don't lose their action, then they act at the same adjDX as the caster, giving almost zero chance for foes to react or disbelieve them before they attack, but there would be a chance if the caster were faster - again, a weird gamey backwards effect. It wouldn't ruin the game to allow creations to act immediately, but it seems to me like an unneeded/unwanted extra ability to already powerful spells. |
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08-01-2019, 01:31 AM | #10 | |
Join Date: Jun 2018
Location: London, UK
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Re: Summoned Creatures and Actions
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