Kittenpunk:
Yes, but the bug has to roll for initiative, like every combatant. At his turn, ?4 was dead and the nearest foe (?1) was out of his movement range (30feet). The firebeetle couldn't move and attack and I thought it was useless make it take a full-round movement since he will be unsummoned at the end of the round.
I got some confusion reading over it to all too. I could find was that its duration was "1 round / level of caster", and I really wish I could of found more on it but most of what I found was notes for the GM. Even then it was things like what feats it has, HP, attack types, and nothing to do with the caster. I guess it was a wasted spell oh' well things happen.
Kittenpunk: (laugh) Don't worry, Kit, that happens! Just think that your foes are twice as strong as the wild dogs but never rolled above 5... Do you remember how many hits during the first fight against the dogs? These beasts have an attack bonus more than double but always miss. Is few days I'm rolling crappy dice too, both for the players and the monsters (good for you guys, anyway: this could be a hell of a fight!).
You know what? The way spells are described for this 3.5e is awful. They create more questions than the answers they give. I read around the web many Dungeon Master complaining about that.
In our case, for instance. In 2nd edition, summoned beasts had the same initiative as their summoner and acted on the caster will: on your turn, you would order them what to do and they would do it unless it was something against their nature (more or less like the Charm spell). Easy and clear.
Here, everything is generic. Not clear when they appear (end of round or beginning of the next one?) and is not clear when they act. It says they act in the same round in which they are summoned. It means they appear and act at the end of the round in which you cast the spell? Or they will be first to act in the next round? Or they roll for initiative?
They attack the nearest enemy. Ok. How can they know who is friend and who is enemy (just imagine a brawl in a tavern with neutral people watching or running, can they tell the hostile from the neutral)? I mean, the bug is supposed to have the intelligence of an insect that is almost no intelligence at all....
Yes very open stringed and hard. I realized this when reading over it myself. It was a spell I always wanted to use but never had, and even more had never seen used by other player characters in my groups or even my players when I Game Mastered, and now I'm seeing why. Oh' well would of been fun, but nothings as fun as things not going as planned and having to react and adapt so (laugh) its all good.
This is a very good spell, no need to drop it. We can agree on how to handle it. For instance, the caster could give generic instructions to the creature so it will know exactly what to do in its turn. Or give alternatives, for instance: protect me or the character "XXX" from our attackers. Summoning creatures is a fun and useful part of the game. We can always set house rules to override the flaws in the official documentation.
That would be wonderful, perhaps we could set a timed limit made on a roll you the Game Master sees that I the player am unaware of. How long it will stay summoned once called would be a veritable, unknown to me in and or out of game. I would think a telepathic bond so orders can be relayed form the "hart and mind" in case spoken aloud would give a way a tactic or strategy.
But, I will leave you to the writing of any house rules on the mater to you. I think its a fine spell or the concept at least. The thought a healer can ask for the aid of outer plainer to come defend the week that she her self cannot.
I would keep just the same duration, 1 round\level, if not would become too powerful. But I would follow your idea of a telepathic bond, maybe only within the spell range. I mean, you have to summon it at 20feet + 5feet\level from you, if I remember well. That could be also the maximum range at which the telepathic bond would work: out of that range, it would just act following its normal nature, depending on which kind of ally you summoned.
The caster can issue orders mentally, within that range.
Or we can follow the 2nd edition rules which were very good in my opinion. Controlling the creature was a standard action (keeping the Concentration) so the caster still had an action available during the round.
In the end it is up to you.
I have never played 2.0 Dungeons & Dragons and have not looked over it's rules before. House rules I have seen in the past to fix broken things in 3.5 have tended to need tweaking once in a while so I suggest you make a call and we play it buy ear if that too fails.
I have seen a 1D4 rolled to tell how many rounds something lasts when the duration came with in question. You could use a modified time system such as this. (1D4 rounds + 1 round per caster level.)
Also the range notes means it can be cast "Up to" that far a way so if I wanted to cast it next to me I could, but if I wish it to be near the foe "I must bring myself with in a threat range" to cast it. Thus the 25 ft. + 5 ft./2 levels. It is referencing to how far a way I can cast it up to.
This was a line I found in my research you may find handy it is I think from one of the books for 3.5 that where updating the game after the original book was released. I found it on a website dedicated to helping people work out 3.5 from the many books about the game.
" It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. "
Edited: KittenPunk on 10th Mar, 2013 - 11:24am