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<blockquote data-quote="Andor" data-source="post: 6360401" data-attributes="member: 1879"><p>Well there are a few points to remember about the skellies.</p><p></p><p>Attrition. They are not that tough. AoE spells or effects like dragon breath will obliterate them.</p><p></p><p>Bulk. How many dungeons will actually let you deploy 100 skellies? A 10' wide corridor lets them march 2 abreast. The column is 50 skeelies, or 250' long. The back 10 ranks are at long range with their longbows while the front ranks are engaged in melee. And that DPR drops off significantly with disadvantage. And the tighter they cluster to defeat the bulk issue the more vulnerable they are to AoE.</p><p></p><p>Skellies in 5e are not, as Mouseferatu struggles to grok, mindless or immune to fear. That Dragon fear will cripple them. The only thing they get a pass on is poison.</p><p></p><p>Single point of failure. The Skellies are controlled, solely, by the Necromancer. If he goes down, and he is a squishy class who put all of his spell slots into skellies, they go wild. The Party will not be greatfull when he gets knocked out and the Skellies TPK the rest of them.</p><p></p><p>Not that great? Let's revist my point about the Mercs. According to the DMG supplement a typical merchants bodyguard is the Guard listing. The guard is weaker all around than the skellie, especially the boosted skelly. However the Bless pretty much wipes out that difference, as far as DPR goes, and the guards are much smarter. Plus they only need verbal commands so they are entirely outside the action economy and they don't go rogue when a single party member drops. Plus if you get your GM to let you recruit some Thugs instead of guards, they are much better. Oddly enough. Again, the Necromancer isn't really doing anything anyone with cash cannot do.</p></blockquote><p></p>
[QUOTE="Andor, post: 6360401, member: 1879"] Well there are a few points to remember about the skellies. Attrition. They are not that tough. AoE spells or effects like dragon breath will obliterate them. Bulk. How many dungeons will actually let you deploy 100 skellies? A 10' wide corridor lets them march 2 abreast. The column is 50 skeelies, or 250' long. The back 10 ranks are at long range with their longbows while the front ranks are engaged in melee. And that DPR drops off significantly with disadvantage. And the tighter they cluster to defeat the bulk issue the more vulnerable they are to AoE. Skellies in 5e are not, as Mouseferatu struggles to grok, mindless or immune to fear. That Dragon fear will cripple them. The only thing they get a pass on is poison. Single point of failure. The Skellies are controlled, solely, by the Necromancer. If he goes down, and he is a squishy class who put all of his spell slots into skellies, they go wild. The Party will not be greatfull when he gets knocked out and the Skellies TPK the rest of them. Not that great? Let's revist my point about the Mercs. According to the DMG supplement a typical merchants bodyguard is the Guard listing. The guard is weaker all around than the skellie, especially the boosted skelly. However the Bless pretty much wipes out that difference, as far as DPR goes, and the guards are much smarter. Plus they only need verbal commands so they are entirely outside the action economy and they don't go rogue when a single party member drops. Plus if you get your GM to let you recruit some Thugs instead of guards, they are much better. Oddly enough. Again, the Necromancer isn't really doing anything anyone with cash cannot do. [/QUOTE]
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