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Old 05-24-2003, 06:06 PM   #11
Nerull
Lord Ao
 

Join Date: May 17, 2001
Location: San Antonio, Texas, USA
Age: 54
Posts: 2,069
Quote:
Originally posted by SixOfSpades:
I see nothing wrong with Summons traveling between map areas. What kind of sense does it make to say that you can summon a pack of Kobolds in the Umar Hills, but they can't follow you into the cave? Is there some Anti-Kobold Field protecting the entrance? On long-range journeys (such as the trek to Windspear), they'd just be Unsummoned anyway.

No, I think as long as the player observes the rules and only lets them do what Summons should be able to do (imagine Ctrl-Qing a Glabrezu and having it enter stores & do your shopping for you!), everything should be perfectly fair.

Drawback: While Summons are in your party, they suck up your EXP.
That has been a major annoyance of mine since BG1. I am told that monster X is in cave. I go to the cave. I know it is coming, so I can buff beforehand. But I can't summon creatures beforehand for the fight I know is coming. What's the logic of that? It's not as bad in BG2, where you have an abundance of summoning spells/equipment. But in BG1, where you had precious few summons early in the game, and you had to do a lot of long-distance traveling and had lots of cave/areas to enter when you got there, it was a killer. I see nothing wrong with finding a way to let them move between areas, then halving the duration of the summon. This lets you cast summons outside an area where you know there is trouble, but prevents you from using the same Fire Elemental or Skeleton Warrior to wipe out an entire dungeon complex.
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