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The Undead Army Necromancer is not Designable
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<blockquote data-quote="JiffyPopTart" data-source="post: 9701591" data-attributes="member: 4881"><p>NOTE: I've long since given up on 5e being a system that is simulationist enough for my tastes. This post is just about what I'd like to see that would fit within its rules framework </p><p></p><p>I'm all for individual undead, not swarms or spirits or area affects. Here at my concessions ...</p><p></p><p>1. It takes a long time to make an undead. Creating undead is a ritual spell and takes one hour per individual.</p><p></p><p>2. Choose from two forms of basic undead, skeletons or zombies. Each have a basic template that scales up in power based on the level of spell slot used to create the undead. Skeletons quicker but weaker, zombies slower but stronger. There is design here for other types of undead with balanced tradeoffs.</p><p></p><p>3. Spell slots used to create an undead cannot be recovered until that undead is destroyed. Then the slot can be regained on a rest as normal. Only slots gained from the necromancer levels qualify for undead creation. The necromancer can have up to PB number of undead created at one time.</p><p></p><p>4. Undead can be directed with a simple menu of commands. Attack (for example) is move towards the nearest enemy and attack, running if a single move will not reach. Defend (for example) is stand still and take the Dodge action. Have a few such generic actions for combat purposes.</p><p></p><p>5. Undead follow this like an program. The GM decides what they do in any uncertain circumstances. They are essentially run as allies of the players that then necromance can influence.</p><p></p><p>6. Changing the undeads orders is an action. All individuals of a single type can be given the same order with the same action.</p><p></p><p>7. Heavy social contract discussions are encouraged with the use of this class. Similar to bards promising not to spend 20 minutes performing for coins and seducing all the townsfolk every time the party goes to town....the necromancer promises not to always being the maximum number of undead to every single dungeon crawl. Sometimes they can be left behind to guard the camp....or the home base...or even the horses tied up outside the dungeon.</p><p></p><p>8. Everything here is spitballing. Actual balance would come from lots of thought and playtesting.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 9701591, member: 4881"] NOTE: I've long since given up on 5e being a system that is simulationist enough for my tastes. This post is just about what I'd like to see that would fit within its rules framework I'm all for individual undead, not swarms or spirits or area affects. Here at my concessions ... 1. It takes a long time to make an undead. Creating undead is a ritual spell and takes one hour per individual. 2. Choose from two forms of basic undead, skeletons or zombies. Each have a basic template that scales up in power based on the level of spell slot used to create the undead. Skeletons quicker but weaker, zombies slower but stronger. There is design here for other types of undead with balanced tradeoffs. 3. Spell slots used to create an undead cannot be recovered until that undead is destroyed. Then the slot can be regained on a rest as normal. Only slots gained from the necromancer levels qualify for undead creation. The necromancer can have up to PB number of undead created at one time. 4. Undead can be directed with a simple menu of commands. Attack (for example) is move towards the nearest enemy and attack, running if a single move will not reach. Defend (for example) is stand still and take the Dodge action. Have a few such generic actions for combat purposes. 5. Undead follow this like an program. The GM decides what they do in any uncertain circumstances. They are essentially run as allies of the players that then necromance can influence. 6. Changing the undeads orders is an action. All individuals of a single type can be given the same order with the same action. 7. Heavy social contract discussions are encouraged with the use of this class. Similar to bards promising not to spend 20 minutes performing for coins and seducing all the townsfolk every time the party goes to town....the necromancer promises not to always being the maximum number of undead to every single dungeon crawl. Sometimes they can be left behind to guard the camp....or the home base...or even the horses tied up outside the dungeon. 8. Everything here is spitballing. Actual balance would come from lots of thought and playtesting. [/QUOTE]
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The Undead Army Necromancer is not Designable
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