itsdat wrote:[Summoner class] This sounds awesome for a stretch goal!
Okay, I'm planning to have it as a stretch goal. Pretty cool concept, but not very easy to implement, so it's good as a high stretch goal.
itsdat wrote:[maximum number of controlled summons] Oh well, maybe after the v1.0 release you can add stuff like these.
Yes, it's possible. However, a better idea may be to create a new
feat called
Mass Summoning, with
Augment Summoning and
Summoning Mastery as prerequisites. A character with the feat Mass Summoning can have two summoned creatures at the same time.
itsdat wrote:Will we be able to equip the permanent summons with items [at least the humanoids]? Will they get special abilities etc. at level up?
Permanent summons will be full Party Members, so you can equip them just like you would equip any other member of the party. You are right that creatures like the Slime and Tentacled Horror should not have equipped items. Permanent summons get feats at level up just like any other party member. Their existing special abilities may also be improved. Thinking about special abilities, maybe I'll give four arms (or six) to the Stone Golem or Chain Devil.
Atoch wrote:you could 'inspect' any unit or monster on the battlefield, on an extra screen, with a nice, atmospheric illustration (of the whole body), some basic stats, current status-effects, etc.. 'That would be nice.'
Oh, I understand now. As in
KotC 1, every creature in KotC 2 has a character sheet that you can inspect, providing complete information on stats and status effects.
Thank you for the cool link. By transparent edges, I mean something like in this
Fantasy General screenshot.
If the edges are transparent, I would not display the rotating golden selection circle. But it's easier all-around for me if the edges are not transparent, and all creatures remain within a circle token. Whole-body monster tokens would still be easily distinguishable, but their size would have to fit within the token. I don't care much about adding whole-body tokens, I'm just trying to see if you guys would like it. In fact, I would prefer to focus on module creation than on additional monster graphics.
Atoch wrote:Why the wizard spell-list? Wizard spells are not only powerful, they are very versatile too. Why would you give a specialist like the Summoner such a wide and deep spell-list?
I don't mean the whole
Wizard spell list. The Summoner will have his own spell list. He will have access to a limited number of Wizard spells, such as
Dispel Magic,
Gust of Wind or
Burning Hands. Maybe he will be able to cast
Fireball, but at a higher spell level than the Wizard. He will have the same Hit Die as the Wizard (D6) and a low base attack bonus.
Atoch wrote:You did not mention any restrictions on the number of active Permanent Summons, instead you write in plural. Does Permanent Summons gain class-levels or are there specific monster progression tables? Does a fresh Permanent Summon scale with your caster-level? Can it be equipped with magic items (as asked by itsdat)? Can an experienced Permanent Summon be revived with its experience points saved? Will the Permanent Summons stay, if the summoner dies?
They are party members, so the limit on the number of active party members includes permanent summons. Permanent summons gain levels according to their class.
Warrior is a class. Monsters without a named character class actually have a class that depends on the monster's type. For example,
ooze is a class.
Monster classes and the Warrior class are not as good as the player's character classes. In the interest of balance, a permanent summon with significant special abilities should not have a character class, or, it could have a character-class level that is lower than that of the Summoner and other party members.
For example, look at the
Green Hag. I will give it the Wizard class, but the Summoner will be a Level-7 Summoner while the Hag may be a Level-3 or Level-5 Wizard, in order to compensate for the fact that its Hit Points will be much higher than those of the party's existing Wizard, Sorcerer, Psionicist or Warlock. The Hag will gain experience points just like any other party member and it will level up around the same time that other party members level up.
A permanent summon can be revived just like any other party member and with the same spells,
Raise Dead and
True Resurrection. Permanent summons stay with the party if the summoner dies. No-one really dies in D&D, since anyone can be revived with Raise Dead.
Atoch wrote:In the long run the Permanent Summons would siphon off the experience points of the party, slowing the progression of all other party members - and the Permanent Summons surely should not have the same potential as regular party members.
My idea is that they would bring advantages and disadvantages to the party just like any other party member. A Hag Wizard would have just as much potential as any other Wizard, but it would reach Wizard level 20 around the same time that a Human Wizard would reach Wizard level 22 or 24. I think that the Summoner class is all about giving more choice to the player in terms of party composition. And yes, it's also about giving the player access to very exotic creatures that otherwise would be unlikely to join the party in normal circumstances.
Atoch wrote:One could say, the in-game cost for the permanent summons can be paid by a real world currency: grinding time
There will not be any grinding in KotC 2, or at least, I will try my best to avoid it. I would like all encounters to be interesting and challenging, unlike many JRPGs that require you to fight the same couple of bandits over and over for no reason except grinding.
Atoch wrote:at first level: free feat "Master Summoner" which allows to preserve 2 existing summonses at the same time
Yup, we have the same idea here. I'll just call it Mass Summoning to differentiate it from the feat Summoning Mastery.
Atoch wrote:[Epic feats] if one wants to create a very high-level module, it should include something new
I thought about it a bit more, and I now have a list of 18 possible epic feats, which are okay for a low stretch goal. They are easy-to-implement numerical-bonus feats, as are many of the epic feats in the link that you provided. One thing about epic feats, though: aside from a few exceptions, I would not want the player to feel that epic feats are so good that only epic feats should be selected from level 21.
Atoch wrote:[improved camping] I'm curious, how it will play out in Kingmaker.
So am I. I'm a bit sceptical about that.
itsdat wrote:I think that it can be perfectly balanced...don't forget that we can also recruit NPCs. Basically permanent summons should act like an "exotic" NPC after summoned. [They will use an "active party member" slot, just like any other NPCs. You can have 6 party members + 2 NPCs/permanent summons in this case.]
Exactly, that's the idea.
Atoch wrote:isn't that a bit underwhelming for a core feature of the summoner class?
The main idea with permanent summons is not to increase the party's power level above the power level of a party that would comprise characters of different classes, though this may happen. It's just a different way of creating your party, thus a different way of playing the same game. Maybe you started the game only with a Summoner and a Sorcerer, and then you complement your party with formerly-NPC companions and permanent summons. Also, I don't think that any Summoner class with the ability to summon Dragons would be underwhelming.
itsdat wrote:Yet another stretch goal could be the undead version of it, the necromancer.
Yes, that is a possibility. Either a
Necromancer class based on the same idea as the Summoner, or just a new line of Undead summoning spells for Black Wizards attuned to
Nocturnis. The Wizard already has a
Summon Skeleton spell. The new spells could include
Summon Skeletal Warrior, Summon Giant Skeleton, Summon Zombie, Summon Ghoul, Summon Ghast, Summon Wight, Summon Wraith, Summon Mummy, Summon Greater Mummy, Summon Vampire, Summon Vampire Lord, Summon Spectre, Summon Ghost Warrior, Summon Shadow, Summon Greater Shadow, Summon Banshee, Summon Lich, Summon Ghost Dragon.
Atoch wrote:why bound exotic NPCs with unique abilities to the summoner-class? They could be a stretch goal on their own right!
Exotic NPCs need not be limited to the Summoner class. For example, a Golem, Demon or intelligent ooze may well join the party willingly, in the right circumstances. I guess, exotic NPCs that may join the party (exotic recruitable NPCs) could also be a stretch goal. Even if it's not a stretch goal, it's something that I consider to be part of module and quest creation.
Thank you very much for all the feedback and all the interesting ideas! Feel free to post some more!