andrew wrote:
Gate and Summon have always had design time in mind. Normally players level up at the end of a game session, so theoretically there should be plenty of time to design their new gate/summons. Usually for gate, players create a rolodex of utility gates with various Amplify cut-off lines and run whatever they need. So no theory, no building on the fly.
Is there a reason you players are creating on the fly?
because they are super duper lazy

truthfully, they don't want to invest the time into making a level 6, a level 7, a level 8, a level 9, a level 10, etc and then do it for every variation (or even one). Me, I would do them all up by hand probably because I'm kind of obsessed, but I can't expect that out of my group.
andrew wrote:
I was contemplating adding a Gate/Summon simplification section to LotA ever since we had the Denizens of the North pre-gens.
If would go something like this: Pick 1 Active power, all runes are bound to that. Then pick 3 Passive powers and for every 3 Essence you get 1 of them (in rotation so stacking isn't an issue). For a Gate I'd probably allow a bigger stack (pick 1 Passive Power) since it's a burst effect in most cases.
In your template, is the Focus scaling by level?
It scales the level, yes, and post amplification. Essentially, I do something similar to what you are proposing actually - I pick 3 passives, but hide the details largely. So far, I've left it at "you get +1 DF to spells" and +1 DF to melee attacks" sort of things. one per level up to Focus +5. At Focus +6, the idea is that you pick the next iteration of creature (Level +6, Level +12, etc).
I might move to what you are proposing. "Skeletal Soldier" for all runes bound to power attack, "Skeletal Seithkona" for all runes bound to bone snapper, etc