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Necromancer Travel / Rest Fix

Posted: Thu Nov 02, 2017 6:25 pm
by Nekoatl
I love the necromancer, except for how it punishes players for using the rest and auto-travel features. This proposal aims to tweak those features so that they no longer result in unnecessary minion deaths that could deplete the Necromancer's supply of souls.

The core proposal is to break from rest or auto-travel if a minion suffers health decay for being outside the Nectrotic Aura.
There could be a game option to toggle this, in case players would prefer to lose their minions). Edit: This is might be better implemented as a general break rest/travel when a party member takes damage feature.

Furthermore, this tweak to auto-travel behavior would reduce the frequency of unnecessary minion decay. Just before the necromancer takes a step, the following algorithm would run:

1) Would taking the next step strand a minion? If not, take that step, otherwise:
2) Did a minion or the Necromancer move since the last time the Necromancer waited a turn? If so, wait a turn, otherwise:
3) End auto-travel because a minion could not figure out how to move closer to the Necromancer.