Thanks for the long answer.
The two points I was making in my post were unrelated; in fact, the boardgame allowed you to summon as many puppets as you wanted, as long as you could afford to buy the skeletton units for that.
But then again, there were not that many necromancers that costed "only" 70ish to 130ish AP.
"Good" necromancers always were Characters, which meant... well a lot of AP, and since our AP system is a bit different, it would be even worse for Dogs of War online.
As you can see in this very example, we did not rely on the material, but did what was best for our game, ergo limiting the number of summons.
On a second note, and to answer siriusraine as well: yes, we did change some rules, mostly for two reasons:
First, because many of them didn't fit in the pace we wanted for our game. We didn't want our players to have to stop and distribute dices and divide melees at every turn, because that would have taken ages, and that would not have been so fun, and ultimately, that was not what we wanted.
Though we do recognize that there were some very valid designs made by Rackham that we had to let behind to do so. It was also heavily related by our media restraints.
Second, while we felt that many rules of the original tabletop game were really cool, there were some of them that we did not feel were fun or attractive. Failing 16,6% of the time whatever the odds, and for every action taken in the game, was not fun at all. Being scared and not moving instead of attacking (or worse, running the other way) wasn't fun either; especially when it happened 16,6% of the time (in the best case scenario).
It was made even worse in the videogame, where no one is used to see such drastic player punishment due to randomness. Our tests quickly showed that it was not fun at all and we did not stick with these rules.
And while some might argue that our game has a fair share of randomness, I assure you it is nothing compared to the randomness of the tabletop games in general, and Confrontation in particular.
Game Design is a discipline that evolves, as quickly and as well as many others in the entertainment industry.
What was a given 20 years from now could be inthinkable today. In fact, many things have become totally obsolete in this field (like in any other).
What I'm trying to say, I guess, is that what is good for a tabletop game is not necessarily good for a videogame.
We tried to get the best of both world, but it was a hard work, and it still needs a lot of improvements to work, but hopefully we will get there
