Hello itsdat, thank you for your post.
I am now working on the implementation of remaining magic items. Things are progressing nicely and I very much look forward to working on the demo using the great editor!
Why is the number of summoned creatures limited to 1 / char?
Good question. Perhaps the main reason is that combat may become too easy if your characters can keep summoning creatures while the enemy cannot. Conversely, a party fighting a group of evil
Wizards who keep summoning
Mariliths may be in very serious trouble, considering that just one Marilith is a terrible foe.
Another reason is that unlimited summoning would further increase the power level of classes that have access to summon spells, compared to classes lacking spells. Essentially, when you summon something, your character becomes nearly as good as two characters. In
Temple of Elemental Evil, a Druid with a wolf companion seemed overpowered to me, or at least vastly superior to other classes like Fighter, Barbarian, Rogue, Monk or Paladin.
So, to summarise, it's mainly a balance thing. The game is a lot more fun with a summoning limit.
Is this also limited for hostile NPCs? Imagine an encounter vs a master summoner for example. It would make no sense if it could control 1 creature only.
Normally, summons are creatures that help you in combat for a limited number of rounds. I imagine that a
Master Summoner would have made his summons permanent.
So, in essence, a Master Summoner is just a traditional spellcaster who's protected by a number of minions. The only difference with other spellcasters is that his minions may be unusual creatures, instead of thugs and bandits.
Similarly, a
Master Necromancer is just a traditional spellcaster who's protected by a lot of undead creatures. To make these encounters a bit more interesting, we can have the Master Summoner or Master Necromancer bring in reinforcements during combat. That process would be controlled by scripts, and it would not be subject to any limitation.
Btw, I think that 1 of the stretch goals should be about adding new special abilities/creatures/spells/races etc. Yet another should be about replacing the overland location images to something better. I think that you should use 2d images [+tokens] for it.That would fit very well.
Thank you for all the good suggestions. It's a given that I will have to create new monsters for every new module that I make. So, from my point of view, it's hard to think about that as a specific stretch goal.
About the regional maps and overland-location images, that is of course something that I will change as part of the normal Kickstarter. No need to reach a stretch goal for that.
Point taken about the isometric graphics and Android version. Maybe the main stretch goals should just be the creation of more adventure modules. I envision that the normal KS will cover a campaign comprising three modules.
Take a look at this screenshot from Fantasy Grounds. I think that is is perfect.
Thank you. Yes, I like the token system, too. I don't see any major difference between KotC 2 tokens and those of Fantasy Grounds, aside from a slightly different art style.