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General Tabletop Discussion
*Dungeons & Dragons
A Revised Necromancer Subclass?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9157589" data-attributes="member: 15882"><p>I'd like to see the Necromancer have a pet and a minion.</p><p></p><p>That could be an undead familiar, or a creepy hand and a skull that gives them information (like Bob the skull from Dresden - although, Bob wasn't an undead, but you get the idea). It could be a spirit that only they see that they use for scouting or asking for information. At higher level, it could be an intelligent undead like a vampire. Or even ancestral spirits.</p><p></p><p>I like the idea of the undead army but it's not practical for a game. Those guys are at home, guarding the base. Or maybe an undead horde isn't the kind of magic that's possible without an artifact. I'd like to see some kind of consequence for creating undead...maybe it ages you, maybe it causes things around the casting area to die, maybe it weakens the veil between mortal world and the shadowfell.</p><p></p><p>I'd like to see more focus on necromancers as diviners, communing with the dead.</p><p></p><p>I'd like to see two sides of the necromancer coin to be an actual mechanic. I've seen DMs run their world as Necromancy as evil dark magic (but nothing in-game really supports that), I've seen DMs run it as non-evil useful magic (zombies working mines is great!) and I've seen DMs have it be somewhere in-between where the society decides (this town thinks they're evil, that town uses zombie miners). I'd like it to be a balancing act where doing SOME TYPES of necromancy can do bad stuff to the game world but it might be a bit more powerful and other types have no overt negative consequences but in line to regular spells.</p><p></p><p>Necromancers should have some kind of mystique.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9157589, member: 15882"] I'd like to see the Necromancer have a pet and a minion. That could be an undead familiar, or a creepy hand and a skull that gives them information (like Bob the skull from Dresden - although, Bob wasn't an undead, but you get the idea). It could be a spirit that only they see that they use for scouting or asking for information. At higher level, it could be an intelligent undead like a vampire. Or even ancestral spirits. I like the idea of the undead army but it's not practical for a game. Those guys are at home, guarding the base. Or maybe an undead horde isn't the kind of magic that's possible without an artifact. I'd like to see some kind of consequence for creating undead...maybe it ages you, maybe it causes things around the casting area to die, maybe it weakens the veil between mortal world and the shadowfell. I'd like to see more focus on necromancers as diviners, communing with the dead. I'd like to see two sides of the necromancer coin to be an actual mechanic. I've seen DMs run their world as Necromancy as evil dark magic (but nothing in-game really supports that), I've seen DMs run it as non-evil useful magic (zombies working mines is great!) and I've seen DMs have it be somewhere in-between where the society decides (this town thinks they're evil, that town uses zombie miners). I'd like it to be a balancing act where doing SOME TYPES of necromancy can do bad stuff to the game world but it might be a bit more powerful and other types have no overt negative consequences but in line to regular spells. Necromancers should have some kind of mystique. [/QUOTE]
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