Postby jizerai » Mon Feb 10, 2014 10:01 am
The gaming group that I play with, both as a GM and player, have found Summoning to be so overpowered in fact, that we made massive overhauls to the system itself. For example requiring the summoner to either bargain (using Legend Points or Blood Magic to bind it, or perform some kind of service for the spirit) or force it into submission, which could become very dangerous if you failed. But I digress.
The root of the problem, we found, is the Aid Summoner power, which allows a summoner to more or less double his or her step in any given Talent at the cost of a few points of strain. This severally upsets the game balance of any group when dealing with opposition in combat - although, if the magician has other magical abilities they can be augmented as well, making almost any other group member obsolete. This, by the way, is just as much a problem for players as it is for game masters, since at least I have a very strong sense of playing a game where the "bad guys" are making sense and using their own abilities in a reasonable way.
This, in my opinion, is a problem that has to be addressed. I do like the concept of summoning, but there are powers and rules that can be used for evil, if given the opportunity to do so.