FormerlyHemlock
Hero
Ah, of course! Shouldn't it be 23/45 skeletons then, due to the extra one you get from Undead Thralls?
Without Undead Thralls, you lose out on 3 skeletons. Undead Thralls brings the loss down to 2. (E.g. Animate Dead V can maintain 8 or raise 6 with Undead Thralls; otherwise it can maintain 8 or raise 5.)
That's fair. I'd allow it IMC but I have a random summoning table for the various Conjure spells (player picks the CR, then I roll on the appropriate table). So they have 1 in 3 odds to get pixies, but it's up to chance.
I'm actually thinking more of the DM side of things. 3 Blue Slaads and 3 goblins have a completely different threat profile than 3 Blue Slaads and 3 evil Pixies due to Polymorph/Confusion/Entangle/Phantasmal Force + high stealth. The least I can do is hand out 200 XP per Pixie instead of a measly 50 XP. Arguably, even CR 1 is lowballing it and I should be treating them as CR 3 and handing out 700+ XP.
The summoning exploit is a side-effect of the wrong CR, not the root problem.
It is RAW however, and would work as stated at some tables. I have a friend who lets the players pick their conjured creatures simply because he doesn't want to do it himself.
Sure, but my multiclassing rules are not RAW. You will never have "100% RAW" and "Hemlock-designed multiclassing" at the same table, so why should I worry about what the RAW is on Pixies if I think the RAW here is unreasonable?
In fairness, the ability to upgrade your minions with gear is up to the DM. The DM would be within his rights to say that skeletons and zombies are only capable of using the gear listed in their MM entries, or only simple weapons and light armor, or whatever. He could even give them the same proficiencies they had in life, meaning that soldier skeletons would be far more useful than commoner skeletons.
Even without armor proficiency, zombies still make good meat shields. It gives them disadvantage on attacks and ability checks, but you can cancel that out with Stinking Cloud, Help actions (e.g. from every other zombie), or Nets. Besides, you're using them to Dodge and buy time for your skeletons to shoot, so disadvantage is only hampering their opportunity attacks, which are strictly a bonus.
Proficiency is nice, especially for PCs, but it's not strictly necessary. Ghouls aren't even proficient in their own (iconic!) claw attacks!
But, if the DM rules that skeletons aren't proficient in heavy crossbows/longbows/nets, it's probably better to stick to shortbows for that case because the to-hit there is more important than the extra point (longbows) or two (heavy crossbows) of damage. Doesn't make much difference to the analysis but would be something to bear in mind at the table.
I was referring to the advantage the wolves get from pack tactics. Obviously, if you have archers, you command the wolves not to trip (unless the wolves are occupying a creature that the archers won't be targeting).
If you don't have archers, then your minions don't really scale in the first place. 50 zombies with greatswords are not noticeably better than 20 zombies in a fight against six mummies. There's not enough room to bring them all into play.
Those net throwing skeletons might be non-proficient depending on the DM. Additionally, they have disadvantage with the net (short range is point blank), so your ability to hit will be questionable. Finally, it won't work against anything bigger than Large.
All true. All reasons why discussing skeleton tactics is complicated, and why I said it was a "crude" assumption that only six skeletons get detailed to net throwing. If they are ruled nonproficient, you might want to detail more skeletons. (And if the target is high-AC, you might have fewer skeletons throw nets and more skeletons Help. Naturally you have to make these divisions of labor in advance because you only have one bonus action for commanding them on the fly during combat.)
Eh, I wouldn't want to play a Necro/Druid or even a Necro at your table. I used to be a power gamer back in 3e, but I left that behind along with the edition. It turned into a meaningless arms race of mutually assured destruction (of the campaign). If you've ever seen me post that I would never want to play 3e again, that's why. Oddly enough I still enjoy thinking about ways to "break" systems. I simply have absolutely no desire to actually implement those ideas.
In a friend's campaigns from a while back, my character gained a second class due to exposure to a magical lake of quicksilver (all class features, only half the hp, no extra xp needed, and it was something like 5 levels behind my "main" class). Because it was natural magic based, I was allowed to choose between barbarian, ranger, and druid for my "second" class. Both barbarian and ranger would have been a massive boost in power, but I chose druid despite having only a 10 wisdom. I did so because I didn't want to overshadow the other PCs (who for various story reasons weren't allowed access to the lake). The levels in druid came in very handy, but primarily only for utility and therefore didn't overshadow anyone. I did prepare Conjure Animals for emergencies, but I only cast it twice in the campaign (when I was more or less certain that without it we would TPK).
I can relate to that. My instincts are very much powergamer-oriented, but that only comes out in play in CRPGs when there are no other people around. As a player in TTRPG play, I like support roles, like playing an un-cleric: a pure Bard who's a confirmed atheist/secularist but likes to Bless and heal the PCs anyway. (And the fact that he can do so just as well as a priest can just confirms his atheist beliefs.) This despite the fact, or perhaps because of the fact, that I am not an atheist in real life.
EDIT
Point of fact, 24 wolves can shred a group of mind flayers in very little time. Admittedly, the party helped too.
I have likewise found that giving the party a Horn of Valhalla (made completely from twine; must be soaked in the blood of a humanoid prior to blowing it) gives them a terrific panic button, which in turn frees you from worrying about unintentional TPKs. Blowing the Horn of Valhalla often means essentially admitting defeat and abandoning the mission, because it can only be used once per week, but it doesn't actually TPK the party. I would recommend considering handing out a 1/month Horn of Valhalla or similar to any low-level party in a story-driven campaign where you want failure to be possible but not necessarily lethal.
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