Allow Necromancers to take party quests

Started by Legebril, July 09, 2020, 12:07:06 PM

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Legebril

*snob snob* The life of Necromancer is a sad one on EFU*snob snob*
Having this horde of undead to command and not able to undergo the quests due to minimal part  in my humble opinion is extremely limiting  aspect of Roleplaying necromancer.
Being usually the type that wants to be left alone and do their experiments away from judging eyes  is common necromancers trade, and minimal party limit for quests is preventing necromancer to enjoy that aspect  of asceticism.
Even if someone is lucky enough to get 2 people(which is already a big accomplishment) in a party  that 'do not mind the undead' , quests that need 4+ players is limiting,
It is sad that skilled practitioner of undead arts which could clear such a dungeon with their servants only  are not able to do that.

While it would be possible to enjoy efu more fully with like minded individuals all attempts to organize such a group was unsuccessful(no Necro players).

In short, Necoro perks are awesome, experiments on undead are super awesome and exciting, not being able to enjoy the power that comes with it is super sad.
Please modify the party requirements for quests for necromancers so that they could enjoy the aspect of asceticism!




Fuzz

I'd say let Druids do the same. If they wanna risk it and try to solo something and die horribly, that's on them. A Druid with a buffed up and awakened pet can do some serious damage though, depending on the pet.

Sem

Ultimately, I don't think this would be a good idea.

As an avid fan of necromancers and having suffered being alone without anyone to quest with in the bone zone, I empathize heavily. I also recognize, however, that if I had the ability to do quests by myself I wouldn't ever actually need to risk myself as a Necromancer to anyone or anything until I was very strong.

There are some very nice quality of life changes that have been done for Necromancer PCs that are part of a trade off with the playstyle of a villain/monster. You're going to have to risk yourself or find people you can be open with your necromancy about if you want to gain the full benefit.

Legebril

Quote from: Sem on July 09, 2020, 01:40:18 PM
Ultimately, I don't think this would be a good idea.

As an avid fan of necromancers and having suffered being alone without anyone to quest with in the bone zone, I empathize heavily. I also recognize, however, that if I had the ability to do quests by myself I wouldn't ever actually need to risk myself as a Necromancer to anyone or anything until I was very strong.

There are some very nice quality of life changes that have been done for Necromancer PCs that are part of a trade off with the playstyle of a villain/monster. You're going to have to risk yourself or find people you can be open with your necromancy about if you want to gain the full benefit.

Right, thing is you have to risk revealing your 'interest' not because you actually need allies  to go somewhere dangerous but because quest area talks of a party limit and not because you actually need some extra force to accomplish a task.
Also there is little to none for being to 'bone zone'.

SkillFocuspwn

Doing anything like this would severely alter the balance of our game world. There are absolutely activities you can do on your own or with smaller groups (more than ever in this new chapter) such as explorables and discoveries. However, some parts of EfU will always be only accessible with a party; and this is very much intentional, as our world thrives on PCs interacting with each other.