Read moreI can't recall if he ever posted it, but I know GentleTractor was working on a concept for Necromancy. I believe the gist of it was you conjure the undead, then you cast a spell to make it attack; so it is attacking in place of you rather than being a minion like with Summoning. At that point, it is just flavor on casting new spells with some added mechanics of perhaps the undead being stationary and needing to recast or inventory management of needing to bring supplies to recast when it runs out.
Not sure how well that would go over, but if instead of new Bane spells you attacked for undead that acted like Bane spells and you have to create them a bit like setting up a cannon (placing down a stationary entity with a spell and components from your inventory, not the "hits everything in the room" aspect, though perhaps one could be a magic cannon...) it would be an interesting mechanic at least. Like I could see going to Dragons and trying to set up your dragonbane undead in...
There are a few ways I suppose to avoid the summoning-esque feel to raising the dead to fight for you. Having them as timed persistent followers would certainly be a no due to the prevalence of pets and the potential of making it a meta for most situations. If they acted more as a physical representation of a damage over time effect (equivalent of a magical version of poison) with the cure being a set time (a minute or so) or running out of HP. That might work. Also, tying them to a specific item that needs to stay equipped which could have fairly high negatives to melee/ranged to encourage them to be paired mostly with magic. I recall reading the ideas GT put forward back when the original Spellbook rework was shared. They were great solutions to avoiding the summoning lite features that may not go down well with the more ‘anti-change’ players.
Just spitballing really :P there’s plenty of ways it can be done to be as unobtrusive to the standard combat systems that everyone...
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