Why not make both options available, but only let them only go down one path (and perhaps start the other at say, 5th).
This is, of course, an excellent way to go. The problem(s) being
1) This is just supposed to be a "Basic" type of game. Take a sample character and get going.
2) Each character has 3 items..."features" I guess for lack of a better term...and all of their Class goodies have to fit in there. With the Necromancer (as the other mage options) "Arcane Magic" [their spellcasting] and "Arcane Lore" are taking up 2 of those options...leaving 1 slot. To give them both means...having to come up with a 4th option to include in evvverybody else! ...the Design Migraine is settign in just thinking about it.
Another path to consider:
Power of the Undead: The necromancer's association with the creatures of the night allows him to take on the abilities of undead. He may become emaciated (gaining the damage reduction of a skeleton against non-bludgeoning weapons) or dessicated (like a zombie, gaining an extra HD), the speed of a vampire, the life-draining powers of a wight, the incorporeal intangibility of a ghost and so on. These powers may be slight and short-lived at first, but as his affiliation with the undead grows stronger, so too do his unnatural prowess.
This is good too...but, again, a bit too far reaching/too many options to start/basics with. There IS something akin to this in the more expansive/expert/advanced game kind of rules. So this could, if you'll forgive me, be brought back from the proverbial grave to use at a later time.
The "iconic" necromantic power is Animate Dead; however, as others have said, it's a power for later levels, and maybe as a ritual, so while it's iconic, I think it shouldn't be the default.
Yes. I'm starting to get that...without putting limitations on the numbers and kinds of undead, which would be simple enough I suppose, but I can still see the potential problems/abuses in play.
I wouldn't like to give necromancers much in the way of transferring life-energy from one being to another
I rather like it...and it's growing on me. Specifically for 2 flavor/roleplay reasons.
1) It gives an option for magical Healing outside of Clerics or Druids.
2) It lends some flavor room (and validation) for the existence of the "non-evil misunderstood necromancers." Mages that are really just studying their craft, not interested in "the un/dead" per se, but the harnessing and directing of life/death energies.
--
that the main schtick of Vampires, instead.
Well, there will be no vampire characters in my game [as written. individual tables can muck about as they like. But I'm certainly not making it an option sanctioned by the game guidelines!]. So that's kinda moot.
In my mind, the essential, rechargeable power for a necromancer would be a combat spell dealing necrotic damage: examples are the cantrip "Chill Touch," and the spells "Inflict Wounds" and "Blight," even going up to higher-level spells such as "Circle of Death," "Harm," and "Destruction."
That was another thought/option, actually. A simple "Inflict Wounds" touch or maybe a short range ray...and "balances" nicely, since one of the cleric types has a "healing touch". But then again, that seems to reinforce the "necromancers has evilbad" trope and that's not necessarily an automatic flavor I want...though I suppose I could make cause wounds the innate power and put Cure Wounds into their allowable spell list...that would accomplish the same thing (and its already there in the more expanded rules' spell-list).
All good thoughts here guys. Thanks. Keep 'em coming.
I mean, there's that necrotic damage type in the game, and it seems specifically slated for necromancers, so why not make it available to them?[/QUOTE]