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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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<blockquote data-quote="Fanaelialae" data-source="post: 7023029" data-attributes="member: 53980"><p>Ah, of course! Shouldn't it be 23/45 skeletons then, due to the extra one you get from Undead Thralls?</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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). </p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p>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).</p><p></p><p>EDIT</p><p>Point of fact, 24 wolves can shred a group of mind flayers in very little time. Admittedly, the party helped too.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7023029, member: 53980"] Ah, of course! Shouldn't it be 23/45 skeletons then, due to the extra one you get from Undead Thralls? 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. 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. 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. 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). 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. 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). EDIT Point of fact, 24 wolves can shred a group of mind flayers in very little time. Admittedly, the party helped too. [/QUOTE]
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