BryonD
Hero
I've been using 1d6 per 10 feet.Heh. I'm a fan of making fall hurt more at all levels.
BUT...
1s count as Con damage instead of HP damage.
I've been using 1d6 per 10 feet.Heh. I'm a fan of making fall hurt more at all levels.
Well, I didn't start by calling them minions, but they're functionally similar, and I've been using those rules for a while now, since before 4e, at any rate. I went with 1 HP per HD, and some other simplification/toning down. As for how they work out maths-wise, I've tended to use UK's Immortals Handbook appendix where necessary, otherwise simply eyeballing it. Suffice to say, numbers vary quite a bit. Regarding 'one hit to go down', I figured that characters of roughly equivalent/appropriate level (with stats, spells, items and so forth accordingly) would be able to accomplish this with ease, even though - now there's the 4e comparison, with 1 HP - it might seem less likely for that to happen. It's worked out as it should, in actual play. On the flipside, there's the 'elite' with max. HP per HD, and some other simple increases. Again, not called that.How do you implement minions? Obviously, make them go down in a single hit. But do you simply swap in 2 minion creatures where you would normally have 1? (or 3? 4?)
Check out Upper Krust's Challenging Challenge Ratings, v5 - it's got what you're looking for. He does it by granting XP according to the EL, not the CR (which is how it should be, IMO). This accounts for all the factors - monsters, terrain, condition of the party, etc.Kind of a hugemongous table, but I see what you mean. I wonder if it would work being broken into categories of, say level 1 - 3, level 4 - 6, etc.
How do you implement minions? Obviously, make them go down in a single hit. But do you simply swap in 2 minion creatures where you would normally have 1? (or 3? 4?)
CharlesRyan said:I'm not fond of 1:1 diagonals. In 4E, with a lot of area effects to track on the battlemat, it makes things a lot easier. But unless you're adding a marking mechanic to your 3E game, 1:1 diagonals remove your defender-types' ability to defend, because bad guys can easily move around them (avoiding AoOs) to get to your spellcasters and other vulnerable party members.
educing hp to 1 (or 1/hd)
I was considering for a quick and dirty method; reducing hp to 1 (or 1/hd), fixing damage at 1/2 dice + bonus, and reducing the appropriate CR by 1 or 2 points. It would be a definite "work int progress: thing...
reducing hp to 1 (or 1/hd)
How do you implement minions? Obviously, make them go down in a single hit. But do you simply swap in 2 minion creatures where you would normally have 1? (or 3? 4?)
I'm not fond of 1:1 diagonals. In 4E, with a lot of area effects to track on the battlemat, it makes things a lot easier. But unless you're adding a marking mechanic to your 3E game, 1:1 diagonals remove your defender-types' ability to defend, because bad guys can easily move around them (avoiding AoOs) to get to your spellcasters and other vulnerable party members.