[he/him]

Mastodon: @HipsterSkeleton@dotgr.id

  • 4 Posts
  • 58 Comments
Joined 1 year ago
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Cake day: September 5th, 2023

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  • Resist the urge to run Pathfinder or Dungeons and Dragons. Those systems empower the PCs to fight evil, and win. That power undermines the horror so completely, it may as well just be a coat of paint. You might think “hey, what if I just make the monster too strong to actually fight?” That’s going to lead to a TPK 80% of the time. The other 20% of the time, the spellcaster will pull a wild move you didn’t anticipate and come out on top anyway.













  • yea, i may have made it a project of mine in the past to look at each of the spells on each list and rewrite them to set them all around the same power levels in their respective spell ranks. eg. Making Daze as useful in its niche as Electric Arc. As a result I’ve gotten pretty familiar with the spell lists in practice, and I really don’t think Occult matches with where the imagination goes when it hears that word.

    Occult doesn’t even have Harm, the most fundamental Void (death energies) spell. It’s like making a Electromancer class an Elementalist, despite the fact that that spell list doesn’t have Lightning Bolt (or shocking grasp, or sudden bolt etc. etc.). It sounds right, but the game design falls short of the job.

    Now that we’re in a post-remaster world, I would not be upset to learn that Paizo’s putting more void spells in occult though, I think it’s more appropriate now that the old spell subschools are gone.



  • Yeah, I guess so, hehe.

    Necromancy to me is first and foremost the manipulation of the forces of life and death; Manipulating living and dead things, not creating them from thin air. An ideal necromancer to me should be able to find the bones of a giant in the field and make use of it to lift a fallen rock blocking the way, but not call in a skeletal giant in the middle of a populated city. The latter encroaches too much on the summoner’s thing.

    Re: Blue Mage, I actually meant more the final fantasy blue mages, who piece together their spell list by defeating monsters and learning their moves rather than by a singular theme.



  • Conjuring up the dead has nothing to do with what I want from a necromancer. if you’re not pulling in literal ghosts from the boneyard, it just looks like a summoner with a thanatopic hyperfixation; indistinguishable from the undead eidolon summoner. It lacks the spirit and function of an opportunistic recycler.

    I want a necromancer to be closer to a blue mage than a conjurer, pulling up a frankenstein of a minion from the component pieces of what they find on their adventure.

    Pulling up super flimsy figments with limited ability to interact with things around them, then popping them to create strange and quasi-real effects though… that’s an incredibly appealing idea for an Illusionist. Pull a rabbit of caerbannog out of a hat, then toss it for your next trick. Trick an enemy with illusory soldiers tossing a spear their way.

    I think the class has juice, but doesn’t necessarily fit the bill.

    Also, I kinda hate that the thralls explicitly can never take actions. Limiting the to in-combat utility is pretty uninspired, but I wouldn’t mind as much if they weren’t strictly real.