I'm saying that anything that in a game with well designed enemies, anything that comes in groups of ten will:Foxwarrior wrote:Wait, Kaelik, now I'm even more confused. Has your ability to remember context degraded to chatbot levels?
Or are you just saying that boring minions who can't do anything fun should get extra buckets of HP?
1) Provide absolutely no threat whatsoever, and therefore not matter if they have cooldowns, because using or not using cooldowns will be identically meaningless,
2) Be really easy to manage, but actually pose a moderate threat, or have some moderate use, or
3) Be abstracted into a swarm.
10 level 1 Necromancers (or for simplicity sake, 8) is an EL 4, combined with a BBEG who has any reasonable chance of bossing them all around, you have at least an EL 7 encounter. So if you have level 6 or 7 party of four, all those fuckers will die before acting.
On the other hand, ignoring all the bullshit that makes necromancy poorly designed in D&D, a level 7 Necromancer can just have 8 4 HD undead. While not particularly powerful, they at least get in the way and take more than one action to die.
So if your game is even remotely well designed, things that come in groups of 8, like minion undead, will be easy to manage, and things that come in groups of eight but are "hard" to manage, because they all have separate cooldowns will be not in any way a threat, and no one will care if the Necromancers use their special 1d6+1 lifedrain attack instead of their 1d6 attack, because any time they get hit at all they instantly die, and most of them will never get to act.