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How Would You Build And Play A Necromancer
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<blockquote data-quote="iserith" data-source="post: 7629126" data-attributes="member: 97077"><p>I think the biggest concern above all is:</p><p></p><p><strong>How much are your minions going to bog down the game?</strong></p><p><strong></strong></p><p>Because, frankly, <em>they will</em>, at least to some degree. In a game like mine which runs fast, it's very noticeable. When a player in my game wanted to play a necromancer, he had the good sense to ask me for my opinion on how many undead he could have at one time. I told him "When the game slows down unreasonably on your turn, then that's too many." So he generally stuck to 2 to 4 undead, tops, and it worked fine. Still slower than other players, but not so much that it was negatively impacting the game experience. </p><p></p><p>I was a player in another game wherein they had a necromancer who also cast summoning spells. It was <em>terrible</em>. I quit the game because, among other reasons, that player's turn would take an age to resolve and the player of that character was so self-absorbed that he didn't understand what the problem was as everyone else waited around for him to finish up.</p><p></p><p>So, I would have a discussion with your DM and the other players and ask for their opinion on this before you make any decisions about playing a necromancer. I would also do some critical thinking about my own abilities to see if I could pull it off without slowing down the game. Then I would ask the DM about using mob rules (DMG, page 250) to speed up resolution of my turns. After all, the goal of play is for everyone to have a good time and to create an exciting, memorable story during play. That's harder to achieve with a bunch of undead slowing down the game.</p></blockquote><p></p>
[QUOTE="iserith, post: 7629126, member: 97077"] I think the biggest concern above all is: [B]How much are your minions going to bog down the game? [/B] Because, frankly, [I]they will[/I], at least to some degree. In a game like mine which runs fast, it's very noticeable. When a player in my game wanted to play a necromancer, he had the good sense to ask me for my opinion on how many undead he could have at one time. I told him "When the game slows down unreasonably on your turn, then that's too many." So he generally stuck to 2 to 4 undead, tops, and it worked fine. Still slower than other players, but not so much that it was negatively impacting the game experience. I was a player in another game wherein they had a necromancer who also cast summoning spells. It was [I]terrible[/I]. I quit the game because, among other reasons, that player's turn would take an age to resolve and the player of that character was so self-absorbed that he didn't understand what the problem was as everyone else waited around for him to finish up. So, I would have a discussion with your DM and the other players and ask for their opinion on this before you make any decisions about playing a necromancer. I would also do some critical thinking about my own abilities to see if I could pull it off without slowing down the game. Then I would ask the DM about using mob rules (DMG, page 250) to speed up resolution of my turns. After all, the goal of play is for everyone to have a good time and to create an exciting, memorable story during play. That's harder to achieve with a bunch of undead slowing down the game. [/QUOTE]
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