Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A Revised Necromancer Subclass?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 9158707" data-attributes="member: 58197"><p>Necromancers as they stand suffer from a some significant play hassles:</p><p></p><p>1. Any necromancer worthy of the name commands a horde, not a singular undead servant; but tracking a bunch of undead minions can slow battle to a crawl. On top of that, it presents major balance challenges, where fights swing hard one way or the other depending on whether the enemy has AoEs. If they don't, you overwhelm them with action economy; if they do, all your minions can get blown out in an instant.</p><p></p><p>2. Raising and replacing your minions requires a steady supply of humanoid corpses, which may be thin on the ground if you're not facing humanoid foes. It also takes a couple days to recover from a wipeout.</p><p></p><p>3. Because the horde takes a while to build up and has to travel overland, there are a lot of places you can't have your minions (e.g., city adventures). And since they represent a big power investment, that leaves you severely weakened.</p><p></p><p>4. You don't get to actually do your class's thing until level 5.</p><p></p><p>Notably, none of these has anything to do with the necromancer subclass -- they are due to the 2014 implementation of Animate Dead. All could be solved with two spells: A level 1 summon that creates some weak but useful minion(s), and a revised Animate Dead that creates a zombie swarm (mechanically a single summon using the swarm rules).</p><p></p><p>Both should use the same basic format as the other recent summon spells, and they should benefit in some way from the availability of corpses but not strictly require them. Perhaps if you don't have enough corpses, the casting time goes from 1 action to 1 minute as you call ancient dead from deep in the earth. This would go a long way toward easing the play hassles of necromancy, while keeping the essential concept.</p><p></p><p>Just adding these two spells in the 1D&D PHB would make necromancers much more playable even without a dedicated subclass (not to mention putting warlock, cleric, and sorcerer necromancers on equal footing with wizards).</p></blockquote><p></p>
[QUOTE="Dausuul, post: 9158707, member: 58197"] Necromancers as they stand suffer from a some significant play hassles: 1. Any necromancer worthy of the name commands a horde, not a singular undead servant; but tracking a bunch of undead minions can slow battle to a crawl. On top of that, it presents major balance challenges, where fights swing hard one way or the other depending on whether the enemy has AoEs. If they don't, you overwhelm them with action economy; if they do, all your minions can get blown out in an instant. 2. Raising and replacing your minions requires a steady supply of humanoid corpses, which may be thin on the ground if you're not facing humanoid foes. It also takes a couple days to recover from a wipeout. 3. Because the horde takes a while to build up and has to travel overland, there are a lot of places you can't have your minions (e.g., city adventures). And since they represent a big power investment, that leaves you severely weakened. 4. You don't get to actually do your class's thing until level 5. Notably, none of these has anything to do with the necromancer subclass -- they are due to the 2014 implementation of Animate Dead. All could be solved with two spells: A level 1 summon that creates some weak but useful minion(s), and a revised Animate Dead that creates a zombie swarm (mechanically a single summon using the swarm rules). Both should use the same basic format as the other recent summon spells, and they should benefit in some way from the availability of corpses but not strictly require them. Perhaps if you don't have enough corpses, the casting time goes from 1 action to 1 minute as you call ancient dead from deep in the earth. This would go a long way toward easing the play hassles of necromancy, while keeping the essential concept. Just adding these two spells in the 1D&D PHB would make necromancers much more playable even without a dedicated subclass (not to mention putting warlock, cleric, and sorcerer necromancers on equal footing with wizards). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Revised Necromancer Subclass?
Top