Does necromancy need more RP features, or is it good as is?

Feedback relating to the other areas of Arelith, also includes old topics.


Moderators: Active Admins, Active DMs, Forum Moderators

Post Reply
Shrouded Wanderer
Posts: 255
Joined: Sun Jan 26, 2020 6:33 am

Does necromancy need more RP features, or is it good as is?

Post by Shrouded Wanderer »

Couple of threads have come up regarding necromancy, raising players etc...

I'm wondering, does the community feel that necromancy needs more RP features to focus on, more perks? Less perks? Or is it fine as is?

I have my own ideas on the matter I wont fling out. And I feel this belongs in feedback. Personally I think that necromancy does need something more as, when players decide to focus in it they are a "necromancer first" sort of approach rather than a "wizard that focuses on evocation"... Similarly originators have a lot of focused RP features that distinguish them seperately than just a wizard.


Anyway, I really want to do a poll, as what I see is a lot of people that read and provide no input, perhaps they feel they have no skin in the game as it were, never having or no plans to play such a character.

Id like to hear people respond on how they feel necromancy is treated, if it does or does not need a bit more to the thing.
AstralUniverse
Posts: 3120
Joined: Sun Dec 15, 2019 2:54 pm

Re: Does necromancy need more RP features, or is it good as is?

Post by AstralUniverse »

I kinda like it. I wouldnt mind some feature that raises an undead from a PC corpse that has the PC name on it but otherwise I think the school is fine.

Could be something like a really weak ability if you are low lvl and only have greater spell focus. Zombie for spell focus, ghoul for epic spell focus. Strength of the creature could scale linearly with your lvl and remain below-average in strength so it doesnt change anything too much.

Another feature I had in mind is a series of rituals, scaling by power. More powerful rituals are unlocked with combined CL of classes with spellbook that has necromancy spells in it (so if you dip bard and you have 8 cha, nope). A ritual grants a target some undead bonuses/immunities and some penalties in answer.
KriegEternal wrote:

Their really missing mords and some minor flavor things.

Shrouded Wanderer
Posts: 255
Joined: Sun Jan 26, 2020 6:33 am

Re: Does necromancy need more RP features, or is it good as is?

Post by Shrouded Wanderer »

By RP mechanics I dont mean any sort of buff or nerf, I think currently its as strong as it should be.

What I mean is a separation of the mechanics of the class from other summon based classes.

Though I do wonder why this isnt ever a popular thread to talk about
Exordius
Posts: 558
Joined: Mon Apr 09, 2018 11:42 pm

Re: Does necromancy need more RP features, or is it good as is?

Post by Exordius »

Amia had the option where you could take an undead as a familiar/animal companion which would scale up as you leveled. Took it for my necro and it could tank most things easy.
User avatar
MissEvelyn
Arelith Silver Supporter
Arelith Silver Supporter
Posts: 1638
Joined: Sun Jul 12, 2015 8:43 pm

Re: Does necromancy need more RP features, or is it good as is?

Post by MissEvelyn »

I would love to see a -console spell/command that lets undead creatures in the world ignore the necromancer for a given amount of time. Maybe even make the PC necromancer non-hostile.

For intelligent undead like vampires this could enable PC necromancers to have a conversation with the vampires. Likely the intelligent undead would still regard the necromancer with distrust, but imagine the potential options you could implement into the game world with this.
MRFTW wrote: Fri Oct 11, 2024 3:39 pm
Peacewhisper wrote: Thu Oct 10, 2024 1:26 pm

I don't talk to anyone OOC

This is actual RPR 50 behaviour.

User avatar
Hazard
Posts: 1876
Joined: Wed Oct 24, 2018 8:27 am

Re: Does necromancy need more RP features, or is it good as is?

Post by Hazard »

Certainly needs a lot more love, yes.
Post Reply