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Necromancer playability
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7041269" data-attributes="member: 6845520"><p>My suggestion is to use the mob attack rules concerning autohits in the dmg guide, and have them work in squads of 4 or 8 (the number of skeletons that can swarm 1 medium creature on a grid). Give each of these "swarms" 8x the health a single skeleton should have. Then no dice even need be rolled. When the swarm takes damage equal to the health of one skeleton, it "loses" a unit.</p><p></p><p>The larger concern with so many skeletons isn't even the he dice rolling, it's combat practicality. Unless every encounter is taking place in large rooms and outdoors, maneuvering 101 skeletons around 10ft wide cordidors is a pain, especially given their low intelligence. And this is a to say *nothing* of the fact that most civilized downs would send guards and clerics and paladins from on high to destroy any approaching army of undead. Necromancy tends to be frowned upon if not outright illegal. Sure, a necromancer can opt to have his army hang back outside of town, but who's to say a wandering group of NPC heroes won't stumble across them and "save the town" from their threat? Crafty necromancers will seek out to bags of holding and portable holes to store minions/corpses in, but those are under DM control to distribute. </p><p></p><p>A suggestion I give my necromancer switch is keep no more than 12 skeletons (or whatever 2 spell slots work of undead is) at any given time, for the sake of game flow. In return I try any make sure they do get the chance to shine and use that army in their pocket, because it *is* a cool thing and probably why they wanted to in the first place. Nothing is more bad ass than having and town afraid of being overrun by bandits/goblins/an army/horde and having the Necromancer calmly walk forward and go "Don't worry guys, I've got this", before sending forth his own army to meet them. You shouldn't try and stop this moment from happening. Just like the player should grind the game to a halt with loads of dice and filling up the cramped hallways of the ancient crypt to the point where the rest of the party can't even attack the enemies. It's about balance.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7041269, member: 6845520"] My suggestion is to use the mob attack rules concerning autohits in the dmg guide, and have them work in squads of 4 or 8 (the number of skeletons that can swarm 1 medium creature on a grid). Give each of these "swarms" 8x the health a single skeleton should have. Then no dice even need be rolled. When the swarm takes damage equal to the health of one skeleton, it "loses" a unit. The larger concern with so many skeletons isn't even the he dice rolling, it's combat practicality. Unless every encounter is taking place in large rooms and outdoors, maneuvering 101 skeletons around 10ft wide cordidors is a pain, especially given their low intelligence. And this is a to say *nothing* of the fact that most civilized downs would send guards and clerics and paladins from on high to destroy any approaching army of undead. Necromancy tends to be frowned upon if not outright illegal. Sure, a necromancer can opt to have his army hang back outside of town, but who's to say a wandering group of NPC heroes won't stumble across them and "save the town" from their threat? Crafty necromancers will seek out to bags of holding and portable holes to store minions/corpses in, but those are under DM control to distribute. A suggestion I give my necromancer switch is keep no more than 12 skeletons (or whatever 2 spell slots work of undead is) at any given time, for the sake of game flow. In return I try any make sure they do get the chance to shine and use that army in their pocket, because it *is* a cool thing and probably why they wanted to in the first place. Nothing is more bad ass than having and town afraid of being overrun by bandits/goblins/an army/horde and having the Necromancer calmly walk forward and go "Don't worry guys, I've got this", before sending forth his own army to meet them. You shouldn't try and stop this moment from happening. Just like the player should grind the game to a halt with loads of dice and filling up the cramped hallways of the ancient crypt to the point where the rest of the party can't even attack the enemies. It's about balance. [/QUOTE]
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