Originally Posted by ZetaZeta
I've already said this elsewhere, but since this seems like a proper place to bring it up:

The one-summon limit is completely awful and guts the iconic gameplay for many sorts of D&D summoners. Additionally, it results in incredibly unintuitive interactions where spells clash with each other due to being implemented as summons, especially Mage Hand and Find Familiar. You can't use Mage Hand and have a familiar at the same time? You can't summon anything else if you have a familiar? Pure frustration.

The entire fun of playing a summoner comes from amassing a swarm and from choosing your summons to have them complement each other. What's the point of restricting them like this when the source material was plainly balanced around having multiple summons at once?

I agree 100%. The main ability of a Necromancer is multiple summons. It's really the only good ability they get until high levels, which this game is not going to reach. My fear is that Larian will just omit the Necromancer to avoid this. I really hope not, the Necromancer sub-class would add a lot to this game. Not to mention they would be more likely than most, to follow the evil path that Larian had wanted us to try.

Originally Posted by Torus
Another vote for the Shield spell and a rework of reactions in general. At higher levels and with certain feats, a spellcaster can use spells as reactions. Or maybe not, maybe you want to belay that attack of opportunity in anticipation of using the Shield or Absorb Elements spell later on.

The Shield spell is my number one wish for early access. It's the Abjurer's go to spell in early to mid levels.