Tony Vargas
Legend
And you couldn't do that with minions because...?Do you know how refreshing it was, when my players hacked through 5 orcs in merley seconds? After preparing the surprise attack? That is how i want combat to play out.
And you couldn't do that with minions because...?Do you know how refreshing it was, when my players hacked through 5 orcs in merley seconds? After preparing the surprise attack? That is how i want combat to play out.
I always thought of healing wands in 3.x as more of a bug than a feature.
I could, but using minions in that way seemed wrong to me. Because if you encounter 5 minions, no matter what players do, the win.And you couldn't do that with minions because...?
In our last run several of the (16th level) characters in the party I DM for took damage from minions - it's quite possible.I could, but using minions in that way seemed wrong to me. Because if you encounter 5 minions, no matter what players do, the win.
If you encounter 5 DnDnext orcs, you could as well be the one who is beeing hacked in a few rounds, if they have the advantage...
Both these things fit my style. I don't mind trivial encounters, but don't use them randomly. And I like using "minionisation" as a result of successful skill checks, if that is a good way of throwing the focus of the game away from the combat and onto the skillful stuff (like planning, ambushing etc) that surrounds it.[MENTION=6684526]I like the odd "trivial" encounter, but I don't really like them to be random.
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Render the opposing monsters minions rather than standard monsters, as they are taken completely off-guard.
In this sort of situation I will tend to be more overt - for example, just suggesting to the players that they move on or check out something interesting.Since combats with some creatures don't take too long, a random (or not so random/auxillary) encounter can help further the story and push the PCs along.
If I think that the PCs are lingering somewhere too long, or if I want to subtly suggest that they check out one area or move away from another area, I may have 2 or 3 Orcs, Skeletons, Zombies, etc. shamble down the hall or open up a door ahead of them.
Fair enough. Would it be fair to describe it as an "old school" or "classic D&D" aesthetic?I kinda agree, but having played the Blingdenstone adventure, it was kinda fun to randomly stumble upon some enemies and defeat them with 5 or 10 minutes of play, then get back to business. It was a pleasant aesthetic.
Two questions: Quasi-random to what degree? And what are the reasons? Do they include the aesthetic that RangerWickett mentions?I do like quasi random encounters for several reasons.
So you miss the kind of swinginess that can turn a quick, trivial 'mood stetting' or 'random' encounter into a TPK.I could, but using minions in that way seemed wrong to me. Because if you encounter 5 minions, no matter what players do, the win.
If you encounter 5 DnDnext orcs, you could as well be the one who is beeing hacked in a few rounds, if they have the advantage...
Because minions in a favorable situation can put out a fair bit of damage before they pop.
Or minion skirmishers or lurkers with situational damage bonuses. Or exploding minions - I managed a TPK in the first Lair Assault using those exploding cultists... ;>Minion archers elevated by terrain (in tree blinds, on a ledge, etc) such that only ranged attacks can reach them and/or multi-rounds of climbing/travelling paired with Soldier (or brutes) types keeping anyone from either ranging the minions or traveling...
ignore the minions and get a steady bleed of HP, focus on the minions, and the brute bashes PCs into oblivion..
My first tpk in 4E was death by minion archers.
No, i do like a TPK in situations where players do stupid things... prevents them from having wrong assumptions how the game works...So you miss the kind of swinginess that can turn a quick, trivial 'mood stetting' or 'random' encounter into a TPK.
Or by 'hacked' do you just mean take some meaningful damage? Because minions in a favorable situation can put out a fair bit of damage before they pop.