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报告翻译问题
The hardest part about being a general of the undead is that it doesn't really gel well with the needs of an adventuring party.
I figured out how to create an army of the dead using relatively low level spells and some mundane tricks (for example, undead created using spells like Animate Dead and Create Undead are permanent - it's just control of the creatures that isn't, so if you can find a way to deal with that, for example by having other intelligent creatures transport your undead in locked cages and then released upon your enemy when a battle begins, then you don't need to control them...you can also do crazy things with them like weave illusions and enchantments about them so that unsuspecting townsfolk don't even realize they are undead until it's too late).
But all of this stuff is intermission, or "between game", stuff. It's a lot of prep work, the kind an evil necromancer might do over the course of months, or even years, preparing for an attack against a settlement of some kind. It's not the kind of thing the party really has time for in a dungeon delve, and so to be honest, it's also not the kind of thing suited for most players. That's why this type of necromancer is usually the antagonist, because most of that prep can just be assumed by the DM and not actually roleplayed through.
As a player, at best you're going to get some skeles or zombos, maybe a shadow creature or two if you use non-PHB material. Higher level spells I think can get you some ghouls.
And those creatures just aren't that useful most of the time at higher levels. Maybe a couple of walking corpses would be helpful in absorbing a few extra hits for you at level 5, but generally speaking low level undead just aren't that good. The summon shadowspawn spell is a little bit better, and create undead can make ghouls which can be useful for paralysis, but overall the other conjuration summoning spells are going to be better for casters, as they hit harder and have a larger health pool.
As a summoner class, the D&D necromancer just isn't that good, because they don't want you to be a minion master. Partially because of how the action economy works, and partially because it tends to seriously slow down gameplay a lot as the minions all get their own turn.
I also like to think of necromancy similar to the dark arts magic in Harry potter :D
I guess dark arts are subjective. Killing everyone around with fire isnt much nicer than sucking their souls out their nostrils. Most magic here is destructive or at least battle-useful. HP world, most magic is playful, useful @ home to save having to do any real work. In D&D, its not far off to question the motives of any wizard. Even the best of them meddle and blow stuff up.