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New HeroClass: Necromancer

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Re: New HeroClass: Necromancer

Postby gootchute » February 1st, 2014, 6:02 pm

Yeah the wizard is weak enough don't take away 3 of his spells!
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Re: New HeroClass: Necromancer

Postby el_flesh » February 2nd, 2014, 9:46 am

Shows you how dopey I am. My only excuse is that I haven't played HQ in about 6 months! OK I don't mind going with the 9 spells!
Now where's the game starting?....
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Re: New HeroClass: Necromancer

Postby Sotiris » February 2nd, 2014, 12:26 pm

At play-by-post forum. Hurry up!
viewtopic.php?f=162&t=2220
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Re: New HeroClass: Necromancer

Postby chaoticprime » February 2nd, 2014, 10:20 pm

This class feels like a 3rd Edition character in an AD&D game.


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Re: New HeroClass: Necromancer

Postby JasonMCM » February 3rd, 2014, 12:33 am

chaoticprime wrote:This class feels like a 3rd Edition character in an AD&D game.


Is that a good or a bad thing?
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Re: New HeroClass: Necromancer

Postby Teldurn » February 3rd, 2014, 11:07 am

JasonMCM wrote:
chaoticprime wrote:This class feels like a 3rd Edition character in an AD&D game.


Is that a good or a bad thing?

Depends on how you feel about 3e.
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Re: New HeroClass: Necromancer

Postby Diggin » March 17th, 2015, 4:34 am

Sooo. there are 2 Necromancers in this Thread,
Tott's on page 1 with a big necrodeck
JasonMCM's on page 4, with a set of 9 necrospells

did someone try one or both and how did it play out?
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Re: New HeroClass: Necromancer

Postby Diggin » April 15th, 2015, 4:29 am

Alright, we've been playing with the Tott Necromancer, it has a 20 card necrospell deck and the way it plays is very cool. The unique playstyle makes everyone want to try it out.
it's not perfect as it is, i'd say a bit too powerful as he can resurrect other players too easily. the Steal Life spell is really good and i'd say restrict it to fewer uses. maybe only 1 in the whole deck, unless you add more spells. Resurrecting spell is not a nice card. It makes it too easy to play on and people may not worry about dieing anymore. Also, if nobody dies, they prevent the deck from cycling and stop the Necromancer's functioning.
I removed the resurect spells and a few life steals, but now the deck is getting too small, bigger deck, more fun!

Is it ok if i adjust the deck and add few new spells?
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Re: New HeroClass: Necromancer

Postby Tott » April 15th, 2015, 5:26 am

Diggin wrote:Alright, we've been playing with the Tott Necromancer, it has a 20 card necrospell deck and the way it plays is very cool. The unique playstyle makes everyone want to try it out.
it's not perfect as it is, i'd say a bit too powerful as he can resurrect other players too easily. the Steal Life spell is really good and i'd say restrict it to fewer uses. maybe only 1 in the whole deck, unless you add more spells. Resurrecting spell is not a nice card. It makes it too easy to play on and people may not worry about dieing anymore. Also, if nobody dies, they prevent the deck from cycling and stop the Necromancer's functioning.
I removed the resurect spells and a few life steals, but now the deck is getting too small, bigger deck, more fun!

Is it ok if i adjust the deck and add few new spells?


no, if you do i will hunt you down. :p

of course it is ok to adjust the deck, if you do make new spells, please post them here.
waaaaay after i made this guy, a board game called myth started using a similar deck mechanic for all of its characters. one of its progression mechanics is manipulating the deck and swapping in brand new/more powerful spells like this, again as a mechanic it works well.
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Re: New HeroClass: Necromancer

Postby Diggin » April 15th, 2015, 10:13 am

Ah great i'm thinking maybe it's good to have a basic 'starter' deck and the necromancer can find Artifacts such as a staff, dagger or talisman which add spells to the deck. Then in the end the Hero has to choose wether to use a Wizard's Staff for 2 attacks or one of the staves that adds certain pells to the deck. this way you can have a different deck each quest.
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