I'm putting together a theme for Final Fantasy and I could use some suggestions for how to handle summoning.
For those not initiated, there are two kinds of summoning in FF. The first, which I'll refer to as "calling", summons the monster for one attack, then they vanish again. It's basically like casting a normal spell, but it costs more MP, hits all enemies or all allies, and the spell's power ranges from intermediate to extreme depending on how late in the game you get access to it. For example, Ifrit, an early Fire-based summon, hits each enemy harder than a basic Fire spell but not as hard as its upgraded version, Fira.
The second version, starting with FFX, is what I'm calling "true summoning" -- the party is replaced by the summoned monster, which you gain control of until it runs out of HP, you choose to dismiss it, or it performs its big attack.
At first I'd thought about handling calling by letting the summoner use any magic action, assuming they picked an appropriate summon. So Ifrit would only attack and maybe augment, Carbuncle would only provide defensive actions, and so on. (I was thinking of providing for True Summoning in addition, allowing the PC to call one of their summons to the field once per scene.) But that would break the strong suggestion against letting any one class use all the actions. The PC would have to wait until they had gathered the right summons to handle all situations, sure, but preventing one character from getting overpowered until late in the game isn't the same as creating a balanced character. I'd be willing to make the summoner pay 3 or 4 strain per spell, but again, I'm not sure that's actually balance. I don't want to encourage the PC to just lay out until their do-anything magic can make a pivotal difference.
My second shot was that the summoner could summon one of their creatures per scene, whose personality and powers would sort of define what kind of caster they were for that scene. But I'm not sure how to handle spellcasting in that case. Does the PC have to pay strain costs for the monster's casting? Does the monster use the summoner's skills or their own? Can it only cast spells, or can the monster fight, too? Is the monster a separate entity on the field, or just an option for the summoner? The former seems like it makes the character secondary, a pokemon trainer selecting their combatant from a stable of powerful creatures. The latter doesn't feel much like summoning at all.
So, I'm throwing it out to you guys. Anyone got a clever solution, or a way to limit the summoner that I've overlooked?
Edited by TheLonelySandPerson