Melphizard
2022-01-02, 01:52 AM
Greetings!
I'm a DM who is currently running Storm King's Thunder and the Necromancer in my party inquired about the possibilities of raising undead that are stronger then skeletons, zombies, and what create undead does. I really like the idea of allowing them to animate more advanced undead but trying to figure out how to allow yet limit that is tricky. Firstly, I really want this to work since if they, for example, kill a Minotaur, why couldn't he make a Minotaur skeleton? Stats exist for it yet there's no clear way of how they get raised. This applies for ogres and giants more specifically as zombie ogres and some versions of undead giants exist yet there hasn't really been much an update as to how a player could go about doing this.
https://cdnb.artstation.com/p/assets/images/images/026/551/365/large/alex-konstx-artid-402470-grimskullgiant-final-01.jpg?1589080445.png
Main issue- In video games where Necromancy is an option it's typically hard to balance. Having an army of the undead which kills their enemies and thus makes those enemies a part of the army, essentially snowballing, is quite difficult to manage. Some games have very weak necromancers while other games have necromancers that are maybe a bit too powerful, such as Heroes of Might and Magic or Path of Exile.
tl;dr question:
Creating a general method of allowing Necromancers to animate stronger undead
ex: The necromancer w/party defeat an ogre encampment by mind blasting them with continuous tasha's mind whips and psychic lances. The necromancer now wishes to animate these ogres into his personal luggage and howdah carriers. How can I allow a system in which he could animate ogre zombies yet remain more balanced in line with the party?
My current workshop idea is to have it so he can raise stuff he kills (presuming the corpses aren't too far-gone) but maintaining them and summoning them costs points equal to the CR of the creature he's raising. These points are equal to the number of undead a spell slot of animate dead he casts can maintain.
Say an ogre is CR 2. This means that he must spend 2 maintains (which would maintain the equivalent of 2 skeleton) to make an ogre zombie.
Pro: Fairly simple and allows for him to focus on singular bigger undead when he gets to animating giants instead of a horde of skeletons which take up a large part of combat to roll for
Con: When we consider that the 6th level spell animate dead is equivilent to 3 ghouls this sorta falls a part when that could instead allow him to animate a CR 12. Additionally, this means a level 3 slot equals two CR 2 ogre zombies which is twice the CR total of a spell such as Conjure animals (though he does have to find them and can't easily sacrifice them as much).
Any advice or ideas that could help me out with this? Have you ever thought or asked this question?
Thank you!
I'm a DM who is currently running Storm King's Thunder and the Necromancer in my party inquired about the possibilities of raising undead that are stronger then skeletons, zombies, and what create undead does. I really like the idea of allowing them to animate more advanced undead but trying to figure out how to allow yet limit that is tricky. Firstly, I really want this to work since if they, for example, kill a Minotaur, why couldn't he make a Minotaur skeleton? Stats exist for it yet there's no clear way of how they get raised. This applies for ogres and giants more specifically as zombie ogres and some versions of undead giants exist yet there hasn't really been much an update as to how a player could go about doing this.
https://cdnb.artstation.com/p/assets/images/images/026/551/365/large/alex-konstx-artid-402470-grimskullgiant-final-01.jpg?1589080445.png
Main issue- In video games where Necromancy is an option it's typically hard to balance. Having an army of the undead which kills their enemies and thus makes those enemies a part of the army, essentially snowballing, is quite difficult to manage. Some games have very weak necromancers while other games have necromancers that are maybe a bit too powerful, such as Heroes of Might and Magic or Path of Exile.
tl;dr question:
Creating a general method of allowing Necromancers to animate stronger undead
ex: The necromancer w/party defeat an ogre encampment by mind blasting them with continuous tasha's mind whips and psychic lances. The necromancer now wishes to animate these ogres into his personal luggage and howdah carriers. How can I allow a system in which he could animate ogre zombies yet remain more balanced in line with the party?
My current workshop idea is to have it so he can raise stuff he kills (presuming the corpses aren't too far-gone) but maintaining them and summoning them costs points equal to the CR of the creature he's raising. These points are equal to the number of undead a spell slot of animate dead he casts can maintain.
Say an ogre is CR 2. This means that he must spend 2 maintains (which would maintain the equivalent of 2 skeleton) to make an ogre zombie.
Pro: Fairly simple and allows for him to focus on singular bigger undead when he gets to animating giants instead of a horde of skeletons which take up a large part of combat to roll for
Con: When we consider that the 6th level spell animate dead is equivilent to 3 ghouls this sorta falls a part when that could instead allow him to animate a CR 12. Additionally, this means a level 3 slot equals two CR 2 ogre zombies which is twice the CR total of a spell such as Conjure animals (though he does have to find them and can't easily sacrifice them as much).
Any advice or ideas that could help me out with this? Have you ever thought or asked this question?
Thank you!