Baldur's Gate III, however, doesn't have this same limitation. While the idea was fun, it just wasn't practical to play in an era when the game needed 512 MB RAM to run when the majority of computers at the time ran with way less. The technology at the time simply wasn't enough to really make the more interesting mage builds worth it for most players considering how broken straight sorcerers ended up being in that version of the rules. Those early games also didn't have a lot of flags for other characters to notice the rotting zombies running like puppies behind the Bhaalspawn, which took some of the fun out of putting so much effort into a character when there were arguably more rewards for playing different classes, especially when it came to the strongholds that a character could gain access too. It could be argued that relying on summons in those early isometric RPGs was doomed for failure as it could destroy the frame rate, and they often weren't sturdy enough to stand up to much. Baldur's Gate II in particular could get incredibly difficult to navigate when a player did summon up to the cap as the game stored rolls in its original iteration and all the individual rolls could slow the game down drastically. By now you’ve probably been told to Google Zerg Rush and seen your screen fall apart. The player could also only summon five of any minion before it was capped by the game. The most common way to do it would be to dual-class (only available to humans at the time) with a specialist mage and a cleric class, giving the PC access to both wizard and cleric necromancy spells. In Baldur's Gate and Baldur's Gate II, it was incredibly hard to play a straight "necromancer" as would be thought of today and required a lot of understanding of the way to optimize a build.
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