darkendnight
Knight Champion
The first true Necromancer
Posts: 304
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Post by darkendnight on Dec 2, 2009 21:16:03 GMT -5
i know the summons have been all modified/changed to have different animals or whatever. But what about the animate dead, created undead ect. Will they be modified? and yes the animate dead seems not to bad for this server, but what about the create undead i'm wondering?
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Post by kalbaern on Dec 2, 2009 21:27:29 GMT -5
i know the summons have been all modified/changed to have different animals or whatever. But what about the animate dead, created undead ect. Will they be modified? and yes the animate dead seems not to bad for this server, but what about the create undead i'm wondering? Both are on "The List" to be customised. They'll both be changed when I get a chance and they'll also work similar to the summons in that you'll have a few random undead that appear. One thing I'd considered is to adopt them so you at times actually get multiple lesser undead instead of one greater undead. I'll also be adding more cleric domains to the summoning lists (Evil, Death, Plant and likely some others) along with doing something for mages that are necros or conjurers. Eventually the Gate and Planar Summoning spells will get a rework too.
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darkendnight
Knight Champion
The first true Necromancer
Posts: 304
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Post by darkendnight on Dec 3, 2009 12:52:27 GMT -5
multiple lesser could be fun for rp and such, but for battle would be a pain i think because they would squish to easily i think... i don't know.
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Post by kalbaern on Dec 3, 2009 13:23:51 GMT -5
multiple lesser could be fun for rp and such, but for battle would be a pain i think because they would squish to easily i think... i don't know. Just like many of the other summons here that are semi-random ... and not always the preferred choices ... I think it would definately add "flavor". I'll be approaching future changes to summoning spells with checks to see if a PC possesses a widget first. IE ... when I add/change summons it'll only work on those I've given the "widget" too. That way we can have one or two players help work out any bugs without inflicting the changes on every PC here. I'll likely use an amulet the caster will need to wear to create the "new" choices and then taking the amulet off would restore the actual defaulted choices.
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darkendnight
Knight Champion
The first true Necromancer
Posts: 304
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Post by darkendnight on Dec 4, 2009 2:31:59 GMT -5
cool, i love the way everything is done here, keep up the good work you guys are all awesome!
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Post by DM Arsescratcher on Dec 4, 2009 11:12:43 GMT -5
One thing I'd considered is to adopt them so you at times actually get multiple lesser undead instead of one greater undead. Whilst the random factor makes perfect sense with summoning creatures, I'm not sure it necessarily transfers to undead. A necromancer is creating the being by providing the raw materials. Knowing what type of undead to expects helps us RP preparing the body to be raised. Would be a bit weird if Kelvar killed an ogre and RP'd using animate dead on it's corpse and he instead got three undead goblins. Apart from that quibble I like the idea, so maybe some variance within a theme? For example instead of always getting a skele warrior, perhaps it could alternate between skele warrior, skele mage and skele rogue?
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