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General Tabletop Discussion
*Pathfinder & Starfinder
Minions and Temporary HPs
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<blockquote data-quote="Tripgnosis" data-source="post: 4257872" data-attributes="member: 27760"><p>lol, I think 'angst' is a bit strong. I just think people have a tendancy to over-complicate things. And I know from experience how that can ruin not just one session, but an entire adventure or even be the downfall of your whole group. I'm not criticizing anyone for having house rules, most groups do. I was just giving an example of what that could lead to, and how it may be better to just go with it the way it is even if and when you recognize a flaw. It's probally just not a big enough deal to give yourself a headache over it and possibly create unforeseen problems with your 'fix.'</p><p></p><p>As for this particular subject, it seems that the official rule (goin by Khur, a designer) is that minions do get temp HP. Yeah this could make em a fairly big deal coupled with their immunity to miss-conditions, but that's a situation that will only likely come up if the DM really tries hard to force it. And even then it doesn't seem to be a very good tactical choice on the part of the monsters, to give all those temp HP to a minion who will still only do 1 damage on successful hit. Those temp HP could have gone to someone who packs more of a punch, and that would've been worse for the party. It would really take alot of effort to exploit minions in this way, effort that likely would have been better spent on a non-minion. </p><p></p><p>And besides, most powers that do damage on a miss are daily or encounter powers so why would you waste that on a minion who does minimal damage anyway. Even with 30+ temp hp, a minion is still a minor threat and coudl easily be widdled down quicker than a group or even single adventurer.</p></blockquote><p></p>
[QUOTE="Tripgnosis, post: 4257872, member: 27760"] lol, I think 'angst' is a bit strong. I just think people have a tendancy to over-complicate things. And I know from experience how that can ruin not just one session, but an entire adventure or even be the downfall of your whole group. I'm not criticizing anyone for having house rules, most groups do. I was just giving an example of what that could lead to, and how it may be better to just go with it the way it is even if and when you recognize a flaw. It's probally just not a big enough deal to give yourself a headache over it and possibly create unforeseen problems with your 'fix.' As for this particular subject, it seems that the official rule (goin by Khur, a designer) is that minions do get temp HP. Yeah this could make em a fairly big deal coupled with their immunity to miss-conditions, but that's a situation that will only likely come up if the DM really tries hard to force it. And even then it doesn't seem to be a very good tactical choice on the part of the monsters, to give all those temp HP to a minion who will still only do 1 damage on successful hit. Those temp HP could have gone to someone who packs more of a punch, and that would've been worse for the party. It would really take alot of effort to exploit minions in this way, effort that likely would have been better spent on a non-minion. And besides, most powers that do damage on a miss are daily or encounter powers so why would you waste that on a minion who does minimal damage anyway. Even with 30+ temp hp, a minion is still a minor threat and coudl easily be widdled down quicker than a group or even single adventurer. [/QUOTE]
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