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General Tabletop Discussion
*Dungeons & Dragons
The Undead Army Necromancer is not Designable
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<blockquote data-quote="Benjamin Olson" data-source="post: 9700709" data-attributes="member: 6988941"><p>I feel like the vibe of this thread is a lot of clever people who clearly hate necromancers coming up with high concept ways to disappoint would-be necromancers. You all should just ban them and the necromancy spells from your table if they're actually causing you so much trouble. Better than crafting some watered down "necromancer by and for people who don't actually want necromancers" option. Heck, since the necromancy spells create creatures which are evil aligned and set them free on the world if you fail to re-up control of them they are just about the only spells in the game which are just objectively evil. It's okay to say the heros just won't use that magic.</p><p></p><p>If I'm rolling up a necromancer it's because I want to roleplay the ascent into being some sort of lord of darkness (or lord of moral greyness), and as someone emulating some sort of BBEG, I want to play with some of the same toys the DM gets for a BBEG. I want to worry about the logistics of my undead goon squad and finding corpses for them, and I want to come up with creative and dynamic ways to deploy them.</p><p></p><p>My "solution" for the necromancer would be not to rejigger how undead minions work, but rather just to emphasize to players that this is an advanced option for people good at efficiently running statblocks in combat, it's not a particularly powerful option, but it involves taking on responisbility to be reasonable and not bog down the game, and most adventuring days that 3rd level spell slot would accomplish a lot more as a fireball than it would waking up a skeleton.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9700709, member: 6988941"] I feel like the vibe of this thread is a lot of clever people who clearly hate necromancers coming up with high concept ways to disappoint would-be necromancers. You all should just ban them and the necromancy spells from your table if they're actually causing you so much trouble. Better than crafting some watered down "necromancer by and for people who don't actually want necromancers" option. Heck, since the necromancy spells create creatures which are evil aligned and set them free on the world if you fail to re-up control of them they are just about the only spells in the game which are just objectively evil. It's okay to say the heros just won't use that magic. If I'm rolling up a necromancer it's because I want to roleplay the ascent into being some sort of lord of darkness (or lord of moral greyness), and as someone emulating some sort of BBEG, I want to play with some of the same toys the DM gets for a BBEG. I want to worry about the logistics of my undead goon squad and finding corpses for them, and I want to come up with creative and dynamic ways to deploy them. My "solution" for the necromancer would be not to rejigger how undead minions work, but rather just to emphasize to players that this is an advanced option for people good at efficiently running statblocks in combat, it's not a particularly powerful option, but it involves taking on responisbility to be reasonable and not bog down the game, and most adventuring days that 3rd level spell slot would accomplish a lot more as a fireball than it would waking up a skeleton. [/QUOTE]
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The Undead Army Necromancer is not Designable
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