Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The "Zombie Problem"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DrunkonDuty" data-source="post: 3818020" data-attributes="member: 54364"><p>It's a problem. </p><p></p><p>In my games I get around it by removing the limit of HD that can be controlled. The number animated per casting of the spell is still limited. This means my BBEG can have as many zombies as I want to give him/her. ANd I limit PC zombie hordes by limiting access to the necessary corpses. Of course if a player really wanted to put in the work then they could get a literal army of zombies. Hey, if they're putting in the work then that's OK by me. It will lead to extra plots, NPC interaction, fights and all the stuf that is gaming.</p><p></p><p>But this doesn't fix the problem you described about zombies being less than effective at any sort high of level. But it could help with a re-adjustment of the animate dead spell. Just an initial thought, but how's this: The necromancer can invest more negative energy into zombies/skellies if they want to, thereby creating higher HD undead. They could still only animate undead = to 4 x their level per spell casting but the undead could have higher HD, limited to say equal to half the caster level.</p><p></p><p>Combined these 2 re-intrepretations allow for the BBEG to have hordes of tougher zombies. The 7th level necromancer could have hordes of 4HD zombies. In game I'd describe their extra ability to soak up damage as being hacked apart but still coming with that same slow, mindless determination.</p><p></p><p>Personally I'm a big fan of shuffling armies raised by necromancers. It's a staple of the genre and the rules should allow for it to be part of the game.</p><p></p><p>cheers,</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 3818020, member: 54364"] It's a problem. In my games I get around it by removing the limit of HD that can be controlled. The number animated per casting of the spell is still limited. This means my BBEG can have as many zombies as I want to give him/her. ANd I limit PC zombie hordes by limiting access to the necessary corpses. Of course if a player really wanted to put in the work then they could get a literal army of zombies. Hey, if they're putting in the work then that's OK by me. It will lead to extra plots, NPC interaction, fights and all the stuf that is gaming. But this doesn't fix the problem you described about zombies being less than effective at any sort high of level. But it could help with a re-adjustment of the animate dead spell. Just an initial thought, but how's this: The necromancer can invest more negative energy into zombies/skellies if they want to, thereby creating higher HD undead. They could still only animate undead = to 4 x their level per spell casting but the undead could have higher HD, limited to say equal to half the caster level. Combined these 2 re-intrepretations allow for the BBEG to have hordes of tougher zombies. The 7th level necromancer could have hordes of 4HD zombies. In game I'd describe their extra ability to soak up damage as being hacked apart but still coming with that same slow, mindless determination. Personally I'm a big fan of shuffling armies raised by necromancers. It's a staple of the genre and the rules should allow for it to be part of the game. cheers, [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The "Zombie Problem"
Top