The same thing is true if a normal enemy is beaten down to just a few hit points and then gets the temp hp. They may not help at all. I see no reason to give minions any additional benefit.malraux said:That sounds ok, depending on what the damage totals look like. My concern with it is that if the damage output of a single hit is more than 5, its not like the temp hp really help, which takes away power from the leader. IE not doing it makes leader + minions relatively weak.
With all due respect to Chris, granting a minion temp hp (as written) removes a lot of the point of using a minion in the first place. I'm with Mercule that a DM shouldn't ever have to track hp for a minion.Kishin said:In before this becomes another 15 page discussion on minion rules despite the fact that Chris Sims explained how the interaction works on page 1....
It depends on the damage and temp hp statistical distributions. Minions are at an odd place because they start at 1.MindWanderer said:The same thing is true if a normal enemy is beaten down to just a few hit points and then gets the temp hp. They may not help at all. I see no reason to give minions any additional benefit.
Khur said:Fantastic question! Minions interact normally with temporary hp rules (that's one reason why they have 1 hp). So, yes, the wyrmpriest makes the minions a little bit badder.
interwyrm said:Giving hps to minions defeats the purpose.
If anything, I'd rather that they get something like if they get 5 temporary hp, it takes a hit that does at least 3 damage to kill them.
No tracking.