My question is if there are different martial traditions/styles
Magic
Arcane- Wizard
Divine- Cleric
Primal- Druid
"Psionic" - Psion
Martial
???- Barbarian
???- Fighter
???- Monk
???- Rogue
It came to me that the Weapon Traditions and Styles might be more leaning on states
Brute
You strike hard with all your might. You lean into pushes and jump with all your power. You let your toughness, hardness, and stamina carry the burden
of defense. You may lumber but your impact is great...
And more importantly when they know a class design that makes things not fun for the other players, they should change or not attempt it if given the chance.
For example, WOTC became aware that the Conjure spells both allowed player access to cheesy monster abilities and increase their action...
Isnt the premise of this discussion is that the fun for Undead Army Necromancer usually comes at the expense of the fun of other players at the table and that's why few to no for-profit game game designers support that style of play in their games that they sell?
And that the fans of the Undead...
I suggested that. Some people in this thread disagreed.
The OP states fans moaning the UA not letting Necromancers create 4-20 undeads as fast.
Well the UA is from WOTC.
WOTC is creating their Necromancer subclass for profit.
A discussion about design where the accepted solutions is not about...
MHP's Necromancer doesn't create a large swarm during the sweet spot levels and counts undead from spells to its thrall cap.
It's nerfed compared to what "Undead Army Necromancer" fans want.
It's an "Undead Squad Necromancer".
The entire premise of this discussion is that the true version of the undead necromancer that many people would like to see which would seamlessly match up with the narrative and simulation of a necromancer is too disruptive for any sane designer to create for profit.
Every designer at some...
I don't think you are getting what I'm saying.
No serious game designer is going to publish a class with the generic overpowered or disruptive play in its base gameplay loop for money.
People can do whatever they want for their home games. That's the base of tabletop RPGs.
But no designer is...
I'm assuming intelligent play or play by the rules.
By the rules, every undead minions is supposed to finish their movement and take their action before the next can.
So if you have 6 zombies, 3 ghouls, and a spirit, you are by the rules supposed to take 11 turns per round. And you are allowed...
In my family's home rew RPG, characters are more like wargame units.
It in Necromancers work on both sides as Heroes can be attached to our command Troops, Elites, or Mounts.
So the zombies attacks are rolled and move with the Necromancers. So their turn is fast.
If the Necromancer detaches...
No much more than D&D.
Either your undead minions are horde blob who go right after you like D&D. Basically a Ranger with different domains.
Or worse... your undead minions each have turns, fail a lot, hog spotlight, and generate tons of Fear. 💀💀💀
I can't see it coming out that satisfying.