| Shadecap |
| 4 people marked this as a favorite. |
This might be a hot take, but I greatly dislike the Necromancer class and have a blanket ban going forward for tables that I GM.
I currently GM various adventure paths 5 nights a week, and with the exception of a few 3rd party products, I like keeping my games as close to RAW as I can for the purpose of consistency. During the playtest, 2 players started Necromancer characters, and I am not making them change their class, they will finish the AP with what they've started.
I didn't have many complaints during the playtest, I thought it was a bit of a nuisance to handle thralls coming on and off the board (Foundry VTT), but overall it felt fine at the various levels I experienced it.
On full release, both players started using their thralls as minesweepers, having them walk around squares 30 feet ahead of the party trying to trigger ambushes, haunts and traps. They use Thralls to open doors so as to ignore the need to check for traps. All I got left are Combat and Social encounters, everything else is trivial.
I feel like the Necromancer class, with Thralls as a free resource, is rules-as-written, irreparably broken. I don't think I should have to change how a class works to prevent it from trivializing whole sections of dungeons. At the very least, I don't think the class should be Common.
Are there other examples of class abilities that can do something like this outside of the Necromancer that I just haven't come across?