I think it's very sensible to want to avoid the "army of skeletons" situation, but the ua version simply does not deliver on the necromancer archetype fantasy. That said, I don't even think early levels of the 2014 delivered on the fantasy.
In my opinion, revisiting this class for the updated ruleset, was a great time to actually add a more exciting necromancer themed core feature into the subclass. If I ask any random nerd what a "necromancer" is, they will probably tell me that it is someone who reanimates and controls the undead.. this is the core fantasy the subclass should deliver on, everything else is an extra once that goal is reached.
In my opinion, when I reach level 3 and call myself a necromancer, I need to be able to actually have some kind of undead minion. Preferably one that scales as I level. A boosted find familiar or a complete overhaul to a pet subclass would've been an obvious choice.
The ua version is very far from what I associate with the necromancer character fantasy
I think it's very sensible to want to avoid the "army of skeletons" situation, but the ua version simply does not deliver on the necromancer archetype fantasy. That said, I don't even think early levels of the 2014 delivered on the fantasy.
In my opinion, revisiting this class for the updated ruleset, was a great time to actually add a more exciting necromancer themed core feature into the subclass. If I ask any random nerd what a "necromancer" is, they will probably tell me that it is someone who reanimates and controls the undead.. this is the core fantasy the subclass should deliver on,everything is an extra once that goal is reached.
In my opinion, when I reach level 3 and call myself a necromancer, I need to be able to actually have some kind of undead minion. Preferably one that scales as I level. A boosted find familiar or a complete overhaul to a pet subclass would've been an obvious choice.
The ua version is very far from what I associate with the necromancer character fantasy
I pretty much said the same thing when I filled out the survey. I also told them to get creative with the features instead of dumping Temp HP and Teleporting on yet another subclass.
Undead Creations. When you create or summon a creature with a wizard spell you can give that creature the undead creature type. While an undead creature you created or summoned is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Then fixing Undead Thralls. There are many routes they can go to do that, and i would be happy with most of those choices. ‘That’s all it would take to fix the Necromancer. Technically better than the 2014 version, but it is missing the mark on fulfilling the fantasy.
I suggested just making undead thralls boost your summon undead spell in some way, rather than allowing casting it at the (rather useless due to how summon spells scale) level 3 -- for example, just +1 level, or bonus to concentration, or some such.
I mean it would be ok as a properly themed subclass. But when you call something a necromancer you are invoking a certain fantasy.
This isn’t that fantasy. Rename it and call it a death mage and sure. I see it. But this is not a necromancer.
if we want to move away from pure hordes. Limit the minions but let us customise our undead. Give us a choice when we resurrect things that isn’t zombie or skeleton. Let us sacrifice numbers to summon something big. Actually make the necromancer want to focus on… necromancing. Make this a proper minion class with reasonable control limits to prevent glacial play.
honestly it just feels like this subclass is bland, and shows a real lack of understanding of what people want from a particular subclass.
I have no specific suggestions for Necromancer, only broader ideas. I agree with those who would like to see this be the Wizard pet/summoner subclass.
I think there's room for different kinds of playstyles within that scope. The undead summon or creation could be an invisible and incorporeal creature that could do all manner of sneaky things: scouting, spying, stealing, infiltrating. Of course there's things like ghouls and zombies and skeletons- the corporeals, that could each have their own unique ability or combat option. Higher levels could see the summon/creation be non-humanoid. What about a troll zombie? Or a minotaur skeleton? A giant ghoul? Idk. There's lots of ways this could be made more exciting and creative, while giving players choices do that not every necromancer is the same.
The thrall/summon/creation could have combat abilities like using a reaction to protect the Wizard (by taking the hit for them.) Or perhaps the necromancer's concentration could be bolstered if the undead is nearby.
Otherwise, Necromancers could get bonuses or protections against undead creatures. Like at a certain level, the necromancer could get advantage on saves vs spelks/effects of undead. Or perhaps their spell save DC or spell attacks could be bolstered vs undead.
And they should get Int Mod free castings of Speak With Dead every long rest.
I mean it would be ok as a properly themed subclass. But when you call something a necromancer you are invoking a certain fantasy.
This isn’t that fantasy. Rename it and call it a death mage and sure. I see it. But this is not a necromancer.
if we want to move away from pure hordes. Limit the minions but let us customise our undead. Give us a choice when we resurrect things that isn’t zombie or skeleton. Let us sacrifice numbers to summon something big. Actually make the necromancer want to focus on… necromancing. Make this a proper minion class with reasonable control limits to prevent glacial play.
honestly it just feels like this subclass is bland, and shows a real lack of understanding of what people want from a particular subclass.
I think there's no way to win. If WOTC called this a death mage, people would be complaining that there's no necromancer. If the "fantasy" is only a bringer of undead hordes (not my personal image of necromancers, so you're not entirely on base to begin with), and hordes are something that aren't going to be part of the game, then there is no way to insert your necromancer.
Doing this, they rip the bandaid off so there's no question or confusion about an undead hordemaster. It's not coming. This necromancer is good, and thematically appropriate for how *I* view necromancers, as a master of life/death magic.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Considering we recently had the Horror themed UA I would have to say the Grave domain Cleric eats the Necromancers lunch of being the master of life and death magic. And Shadow Sorcery has the better 6th level feature to Summon Undead. This Necromancer is better than 2014 mechanical, but far worse thematically. Especially that 6th level feature. The feature encourages you not to use the free casting if you aren’t hurt and takes half your summoning’s hp even if you only healed yourself for far less. Also Grim Harvest is bad once everyone has temp hp. This Necromancer doesn’t make you better at necromancy it makes you hand out temp hp when you do necromancy. The conjurer has two features that literally make you better at conjuration. Transmuter and Enchater each have one feature that makes them better at their school. If we look in the PHB the Evoker has two features, Abjurer has one feature that affects two specific spells, Diviner has one feature, and illusionist has 2 features, but on is for a cantrip. The 2014 Necromancer only had one feature that made you better at one Necromancy spell, but that is still better than this UA. This Necromancy gives you a feature with a spell and makes it worse if you use the feature to cast it.
Considering we recently had the Horror themed UA I would have to say the Grave domain Cleric eats the Necromancers lunch of being the master of life and death magic. And Shadow Sorcery has the better 6th level feature to Summon Undead. This Necromancer is better than 2014 mechanical, but far worse thematically. Especially that 6th level feature. The feature encourages you not to use the free casting if you aren’t hurt and takes half your summoning’s hp even if you only healed yourself for far less. Also Grim Harvest is bad once everyone has temp hp. This Necromancer doesn’t make you better at necromancy it makes you hand out temp hp when you do necromancy. The conjurer has two features that literally make you better at conjuration. Transmuter and Enchater each have one feature that makes them better at their school. If we look in the PHB the Evoker has two features, Abjurer has one feature that affects two specific spells, Diviner has one feature, and illusionist has 2 features, but on is for a cantrip. The 2014 Necromancer only had one feature that made you better at one Necromancy spell, but that is still better than this UA. This Necromancy gives you a feature with a spell and makes it worse if you use the feature to cast it.
Yes, this. ^^^^
I don't understand why the 6th lvl feature (a) leaves you with weaker undead for a subclass that should be creating stronger undead and (b) only usable when using the once-per-day "free" cast. I mean, let's say you allowed it any time you cast Summon Undead. Its costing a spell slot AND weakening your undead (not that I like that). Surely that's enough of a resource cost to prevent it being OP?
Personally, if you really had to add healing to this class, I would have preferred some ability that allowed you "harvest power" when your summon/animated undead got killed.
Also want to say that ignoring necrotic resistance is extremely situational. Surprisingly few spells actually deal necrotic damage and, if you're using only official content, then only about 20-something undead have necrotic resistance (another 20-something have full immunity that you can't get past). So unless you're in a full campaign that primarily features only these 20 creatures, your subclass feature is going to be completely worthless.
Yep. And being able to overcome [damage type] resistance is generally not a worthwhile feature on the wizard class, which is all about versatility anyway. Horde of necrotic resistant undead heading towards you? Oh well, Fireball it is!
If overcoming [damage type] resistance is to be worth it, you also need something that really makes you want to stick to [damage type] dealing spells instead of just casting something else (unless you want to be dedicated to a theme for purely narrative purposes of course).
it seems like temp HP and teleporting are the new go to design tactics for wotc, but its being overdone. there is less uniqueness between one subclass and another. its lazy writing and bad for the game. if ten subclasses all get teleport or temp hp features then once i have played one of those classes then i am far less inclined to play another with the same features.
Necromancer is the caster who wants to become a lich. i think they should have leaned into that theme and given the necromancer some features that are reflective of that transformation.
unfortunately i do agree with the nerf on undead hoards. although undead hoards are fun but they really bog down game play so i get that.
i think the 2014 Undead Thralls Feature would have been fine if it applied only to Summon Undead.
This was such a massive disappointment. Restricting the Undead Thralls buff to a single spell as opposed to 2014's any necromancy summon feels like an insult to the idea of the class. Regaining a level of exhaustion feels like such a useless class feature. Undead Secrets has a cool teleporting option but the 24hr Life Ward feels more like an Abjuration feature than Necromancy. And Death Master is really disappointing when compared to other lvl 14 subclass features, Advantage on attack rolls isnt hard to achieve and Advantage on ONE Save feels bad.
I honestly loved the Command Undead from 2014 Necromancer and think it would be interesting to see that kind of feature come back but scale on Player Level to Undead CR or something (I didn't hate how it was based on INT though). Having a signature Undead I keep in a Bag of Holding or Demiplane for emergencies was always fun.
Maybe if YouTube Tumblr, Reddit, Twitter, BlueSky & journalists didn't constantly make such a stink out of Enchantment magic being a violation(of them), minions causing metagaming via accessing Stat Blocks while also clogging up combat, & ribbon features that don't contribute to winning combat, we wouldn't be in this situation.
WotC listened with Hasbro's approval. This is what happens.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Maybe if YouTube Tumblr, Reddit, Twitter, BlueSky & journalists didn't constantly make such a stink out of Enchantment magic being a violation(of them), minions causing metagaming via accessing Stat Blocks while also clogging up combat, & ribbon features that don't contribute to winning combat, we wouldn't be in this situation.
Being silent about problems does not make those problems not exist. I'm not sure what you're talking about in Enchantment (the fact that people know that they've been charmed and react badly?), minions ridiculously clog up combat, and most of the ribbon features were in the category of "not even interesting".
Maybe if YouTube Tumblr, Reddit, Twitter, BlueSky & journalists didn't constantly make such a stink out of Enchantment magic being a violation(of them), minions causing metagaming via accessing Stat Blocks while also clogging up combat, & ribbon features that don't contribute to winning combat, we wouldn't be in this situation.
Being silent about problems does not make those problems not exist. I'm not sure what you're talking about in Enchantment (the fact that people know that they've been charmed and react badly?), minions ridiculously clog up combat, and most of the ribbon features were in the category of "not even interesting".
Enchantment reminds people of their trauma because they associate it with their drinks being drugged, them being gaslit by abusers, their being violated, & their minds being manipulated in general(Think Deanna Troi's most vulnerable moments in Star Trek). That's why we lost Hypnotic Gaze.
People also got REAL mad for 10 years that Minor Conjuration & Minor Alchemy, much like Create & Destroy Water & the 4 element Cantrips, couldn't be used to kill BBEGs in one hit RAW.
A LOT of "minions bad" talk comes from people who have prep issues and/or refuse to budge on strict RAW only, & didn't bother to have a talk with each other over prepping this kind of thing. That's why we got less minions. If people have trouble with minions "clogging up" combat, break strict RAW, & prep. That's all that's needed.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Enchantment reminds people of their trauma because they associate it with their drinks being drugged, them being gaslit by abusers, their being violated, & their minds being manipulated in general(Think Deanna Troi's most vulnerable moments in Star Trek). That's why we lost Hypnotic Gaze.
Given just how many charm effects still exist in the game, I'm going to have to call BS on that one. I don't immediately know why they did it, though at a guess an at-will incapacitate at level 3 was considered overpowered.
People also got REAL mad for 10 years that Minor Conjuration & Minor Alchemy, much like Create & Destroy Water & the 4 element Cantrips, couldn't be used to kill BBEGs in one hit RAW.
A LOT of "minions bad" talk comes from people who have prep issues and/or refuse to budge on strict RAW only, & didn't bother to have a talk with each other over prepping this kind of thing. That's why we got less minions. If people have trouble with minions "clogging up" combat, break strict RAW, & prep. That's all that's needed.
Minions are bad because taking a bazillion actions per turn takes a long time. Honestly, the problem is that D&D doesn't have functional rules for mobs of monsters -- minions would be fine if your minion was "mob of zombies/whatever" that acts once per round -- but there's no way having multiple minions, each with their own action, won't bog down combat, unless I just make them automatically die before they get an action.
Enchantment reminds people of their trauma because they associate it with their drinks being drugged, them being gaslit by abusers, their being violated, & their minds being manipulated in general(Think Deanna Troi's most vulnerable moments in Star Trek). That's why we lost Hypnotic Gaze.
Given just how many charm effects still exist in the game, I'm going to have to call BS on that one. I don't immediately know why they did it, though at a guess an at-will incapacitate at level 3 was considered overpowered.
People also got REAL mad for 10 years that Minor Conjuration & Minor Alchemy, much like Create & Destroy Water & the 4 element Cantrips, couldn't be used to kill BBEGs in one hit RAW.
A LOT of "minions bad" talk comes from people who have prep issues and/or refuse to budge on strict RAW only, & didn't bother to have a talk with each other over prepping this kind of thing. That's why we got less minions. If people have trouble with minions "clogging up" combat, break strict RAW, & prep. That's all that's needed.
Minions are bad because taking a bazillion actions per turn takes a long time. Honestly, the problem is that D&D doesn't have functional rules for mobs of monsters -- minions would be fine if your minion was "mob of zombies/whatever" that acts once per round -- but there's no way having multiple minions, each with their own action, won't bog down combat, unless I just make them automatically die before they get an action.
It's enchanment magic in general that squicks out victims. & you clearly haven't been in some of the places I have.
My point with the second one is that Ribbon Features don't need to have combat applications to have a right to exist, but a lot of people seem to think that they should be deleted for exactly that reason.
Regarding the third one:Easiest fix is to let players prep the stat blocks beforehand:That saves most people's issue. As for how to not bog down combat...it's really that simple:Have opponents target the character who's concentrating on the spells in question, & in general. It's a legit tactic.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
My point with the second one is that Ribbon Features don't need to have combat applications to have a right to exist, but a lot of people seem to think that they should be deleted for exactly that reason.
Ribbon features should do something; it doesn't have to be a combat something, but it should at least be something that actually has some meaningful effect. The only ribbon feature I remember people complaining about losing was Tongue of the Sun and Moon -- and, well, by the time a party is 13th level, either the campaign doesn't do stuff with languages and the feature doesn't matter, or the PCs have already solved that problem ten levels ago and the feature barely does anything.
Regarding the third one:Easiest fix is to let players prep the stat blocks beforehand:That saves most people's issue. As for how to not bog down combat...it's really that simple:Have opponents target the character who's concentrating on the spells in question, & in general. It's a legit tactic.
Why yes, killing the summoner does prevent them from bogging down combat. So does fireballing all the summons before they ever get an action. So does anything else that means a summoner cannot actually summon anything. Basically, all you have to do to make summoners not bog down combat is... make playing a summoner so godawful to play that no-one plays one.
I think it's very sensible to want to avoid the "army of skeletons" situation, but the ua version simply does not deliver on the necromancer archetype fantasy. That said, I don't even think early levels of the 2014 delivered on the fantasy.
In my opinion, revisiting this class for the updated ruleset, was a great time to actually add a more exciting necromancer themed core feature into the subclass. If I ask any random nerd what a "necromancer" is, they will probably tell me that it is someone who reanimates and controls the undead.. this is the core fantasy the subclass should deliver on, everything else is an extra once that goal is reached.
In my opinion, when I reach level 3 and call myself a necromancer, I need to be able to actually have some kind of undead minion. Preferably one that scales as I level. A boosted find familiar or a complete overhaul to a pet subclass would've been an obvious choice.
The ua version is very far from what I associate with the necromancer character fantasy
I pretty much said the same thing when I filled out the survey. I also told them to get creative with the features instead of dumping Temp HP and Teleporting on yet another subclass.
She/Her Player and Dungeon Master
Maybe adding 3RD feature to NECROMANCY SPELLBOOK
Undead Creations. When you create or summon a creature with a wizard spell you can give that creature the undead creature type. While an undead creature you created or summoned is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Then fixing Undead Thralls. There are many routes they can go to do that, and i would be happy with most of those choices.
‘That’s all it would take to fix the Necromancer. Technically better than the 2014 version, but it is missing the mark on fulfilling the fantasy.
I suggested just making undead thralls boost your summon undead spell in some way, rather than allowing casting it at the (rather useless due to how summon spells scale) level 3 -- for example, just +1 level, or bonus to concentration, or some such.
I mean it would be ok as a properly themed subclass. But when you call something a necromancer you are invoking a certain fantasy.
This isn’t that fantasy. Rename it and call it a death mage and sure. I see it. But this is not a necromancer.
if we want to move away from pure hordes. Limit the minions but let us customise our undead. Give us a choice when we resurrect things that isn’t zombie or skeleton. Let us sacrifice numbers to summon something big. Actually make the necromancer want to focus on… necromancing. Make this a proper minion class with reasonable control limits to prevent glacial play.
honestly it just feels like this subclass is bland, and shows a real lack of understanding of what people want from a particular subclass.
I have no specific suggestions for Necromancer, only broader ideas. I agree with those who would like to see this be the Wizard pet/summoner subclass.
I think there's room for different kinds of playstyles within that scope. The undead summon or creation could be an invisible and incorporeal creature that could do all manner of sneaky things: scouting, spying, stealing, infiltrating. Of course there's things like ghouls and zombies and skeletons- the corporeals, that could each have their own unique ability or combat option. Higher levels could see the summon/creation be non-humanoid. What about a troll zombie? Or a minotaur skeleton? A giant ghoul? Idk. There's lots of ways this could be made more exciting and creative, while giving players choices do that not every necromancer is the same.
The thrall/summon/creation could have combat abilities like using a reaction to protect the Wizard (by taking the hit for them.) Or perhaps the necromancer's concentration could be bolstered if the undead is nearby.
Otherwise, Necromancers could get bonuses or protections against undead creatures. Like at a certain level, the necromancer could get advantage on saves vs spelks/effects of undead. Or perhaps their spell save DC or spell attacks could be bolstered vs undead.
And they should get Int Mod free castings of Speak With Dead every long rest.
Those are my thoughts. Such as they are... 🤷♂️
I think there's no way to win. If WOTC called this a death mage, people would be complaining that there's no necromancer. If the "fantasy" is only a bringer of undead hordes (not my personal image of necromancers, so you're not entirely on base to begin with), and hordes are something that aren't going to be part of the game, then there is no way to insert your necromancer.
Doing this, they rip the bandaid off so there's no question or confusion about an undead hordemaster. It's not coming. This necromancer is good, and thematically appropriate for how *I* view necromancers, as a master of life/death magic.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Considering we recently had the Horror themed UA I would have to say the Grave domain Cleric eats the Necromancers lunch of being the master of life and death magic. And Shadow Sorcery has the better 6th level feature to Summon Undead. This Necromancer is better than 2014 mechanical, but far worse thematically. Especially that 6th level feature. The feature encourages you not to use the free casting if you aren’t hurt and takes half your summoning’s hp even if you only healed yourself for far less. Also Grim Harvest is bad once everyone has temp hp. This Necromancer doesn’t make you better at necromancy it makes you hand out temp hp when you do necromancy. The conjurer has two features that literally make you better at conjuration. Transmuter and Enchater each have one feature that makes them better at their school. If we look in the PHB the Evoker has two features, Abjurer has one feature that affects two specific spells, Diviner has one feature, and illusionist has 2 features, but on is for a cantrip. The 2014 Necromancer only had one feature that made you better at one Necromancy spell, but that is still better than this UA. This Necromancy gives you a feature with a spell and makes it worse if you use the feature to cast it.
Yes, this. ^^^^
I don't understand why the 6th lvl feature (a) leaves you with weaker undead for a subclass that should be creating stronger undead and (b) only usable when using the once-per-day "free" cast. I mean, let's say you allowed it any time you cast Summon Undead. Its costing a spell slot AND weakening your undead (not that I like that). Surely that's enough of a resource cost to prevent it being OP?
Personally, if you really had to add healing to this class, I would have preferred some ability that allowed you "harvest power" when your summon/animated undead got killed.
Also want to say that ignoring necrotic resistance is extremely situational. Surprisingly few spells actually deal necrotic damage and, if you're using only official content, then only about 20-something undead have necrotic resistance (another 20-something have full immunity that you can't get past). So unless you're in a full campaign that primarily features only these 20 creatures, your subclass feature is going to be completely worthless.
In addition, aren't most of the creatures immune to necrotic damage undead? The very thing a necromancer is supposed to understand dealing with?
Yep. And being able to overcome [damage type] resistance is generally not a worthwhile feature on the wizard class, which is all about versatility anyway. Horde of necrotic resistant undead heading towards you? Oh well, Fireball it is!
If overcoming [damage type] resistance is to be worth it, you also need something that really makes you want to stick to [damage type] dealing spells instead of just casting something else (unless you want to be dedicated to a theme for purely narrative purposes of course).
i did not like the UA necromancer at all.
it seems like temp HP and teleporting are the new go to design tactics for wotc, but its being overdone. there is less uniqueness between one subclass and another. its lazy writing and bad for the game. if ten subclasses all get teleport or temp hp features then once i have played one of those classes then i am far less inclined to play another with the same features.
Necromancer is the caster who wants to become a lich. i think they should have leaned into that theme and given the necromancer some features that are reflective of that transformation.
unfortunately i do agree with the nerf on undead hoards. although undead hoards are fun but they really bog down game play so i get that.
i think the 2014 Undead Thralls Feature would have been fine if it applied only to Summon Undead.
This was such a massive disappointment.
Restricting the Undead Thralls buff to a single spell as opposed to 2014's any necromancy summon feels like an insult to the idea of the class.
Regaining a level of exhaustion feels like such a useless class feature.
Undead Secrets has a cool teleporting option but the 24hr Life Ward feels more like an Abjuration feature than Necromancy.
And Death Master is really disappointing when compared to other lvl 14 subclass features, Advantage on attack rolls isnt hard to achieve and Advantage on ONE Save feels bad.
I honestly loved the Command Undead from 2014 Necromancer and think it would be interesting to see that kind of feature come back but scale on Player Level to Undead CR or something (I didn't hate how it was based on INT though). Having a signature Undead I keep in a Bag of Holding or Demiplane for emergencies was always fun.
Maybe if YouTube Tumblr, Reddit, Twitter, BlueSky & journalists didn't constantly make such a stink out of Enchantment magic being a violation(of them), minions causing metagaming via accessing Stat Blocks while also clogging up combat, & ribbon features that don't contribute to winning combat, we wouldn't be in this situation.
WotC listened with Hasbro's approval. This is what happens.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Being silent about problems does not make those problems not exist. I'm not sure what you're talking about in Enchantment (the fact that people know that they've been charmed and react badly?), minions ridiculously clog up combat, and most of the ribbon features were in the category of "not even interesting".
Enchantment reminds people of their trauma because they associate it with their drinks being drugged, them being gaslit by abusers, their being violated, & their minds being manipulated in general(Think Deanna Troi's most vulnerable moments in Star Trek). That's why we lost Hypnotic Gaze.
People also got REAL mad for 10 years that Minor Conjuration & Minor Alchemy, much like Create & Destroy Water & the 4 element Cantrips, couldn't be used to kill BBEGs in one hit RAW.
A LOT of "minions bad" talk comes from people who have prep issues and/or refuse to budge on strict RAW only, & didn't bother to have a talk with each other over prepping this kind of thing. That's why we got less minions. If people have trouble with minions "clogging up" combat, break strict RAW, & prep. That's all that's needed.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Given just how many charm effects still exist in the game, I'm going to have to call BS on that one. I don't immediately know why they did it, though at a guess an at-will incapacitate at level 3 was considered overpowered.
I don't even know what you're talking about here.
Minions are bad because taking a bazillion actions per turn takes a long time. Honestly, the problem is that D&D doesn't have functional rules for mobs of monsters -- minions would be fine if your minion was "mob of zombies/whatever" that acts once per round -- but there's no way having multiple minions, each with their own action, won't bog down combat, unless I just make them automatically die before they get an action.
It's enchanment magic in general that squicks out victims. & you clearly haven't been in some of the places I have.
My point with the second one is that Ribbon Features don't need to have combat applications to have a right to exist, but a lot of people seem to think that they should be deleted for exactly that reason.
Regarding the third one:Easiest fix is to let players prep the stat blocks beforehand:That saves most people's issue. As for how to not bog down combat...it's really that simple:Have opponents target the character who's concentrating on the spells in question, & in general. It's a legit tactic.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I'm not saying there aren't people who are bothered by enchantment magic. I'm saying that's not why enchanters don't have hypnotic gaze.
Ribbon features should do something; it doesn't have to be a combat something, but it should at least be something that actually has some meaningful effect. The only ribbon feature I remember people complaining about losing was Tongue of the Sun and Moon -- and, well, by the time a party is 13th level, either the campaign doesn't do stuff with languages and the feature doesn't matter, or the PCs have already solved that problem ten levels ago and the feature barely does anything.
Why yes, killing the summoner does prevent them from bogging down combat. So does fireballing all the summons before they ever get an action. So does anything else that means a summoner cannot actually summon anything. Basically, all you have to do to make summoners not bog down combat is... make playing a summoner so godawful to play that no-one plays one.
Ribbon features got cut because they take up page space without adding anything of value. If it’s something most players aren’t using why have it?