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Minion House Rules

ImperialParadox

First Post
Just a little setup first...

I tried 4th edition by the book for a while, and (some) of my group and I determined that we had issues with some of the rules that didn't fit our style. After taking a break from D&D for a while to refresh my gaming energy by trying other games, I've determined I'm willing to give 4th ed another shot, by modifying some of the rules to better suit our tastes. What follows is the first of several things I am considering changing...

Minions. At first I really liked the idea of minions, the images of the heroes battling hordes of villians seemed epic and very appealing. However, after playing for a while, I've determined that while the rules for minions are simple and easy to grasp, the limit of minions only having 1 hp produced some percieved wonkiness in my view.

I think a lot of my problems arise from the way minions are basically either alive and fine, or dead. This binary state creates the necessity for special rules concerning minions, due in part to the fact that they do not experience a 'bloodied' state. Also, the ease with which they die was fine with me for the lowliest of monsters (kobolds, goblins, etc.) but really bugged me for higher level minions (legion devils, ogres and the like) which I feel should be a bit harder to kill.

I mulled over a few solutions, the simplest would be to give minions some formulatic increase in hit points that could bring their total hp to a value greater than one. While this is perhaps the easiest solution to implement rules-wise, I wanted to maintain the simplicity of keeping track of minions, so I decided to try for something less bookeeping intensive.

In the end, I came up with Minion Damage Threshold, or MDT for short. Admittedly I need a better acronym, but it will do for now.

MDT is a damage threshold value assigned to minions, used to determine the results of damage accrued by a minion.

MDT is equal to 5 + the minion's level + the minion's Constitution modifier.

For example, a level 1 kobold minion with a 12 Constitution would have a MDT of 7 (5+1+1).

The rules for MDT are rather simple:
1) If a minion suffers damage from a single attack equal to or greater than it's MDT the minion is killed.
2) If a minion suffers damage from a single attack less than it's MDT value the minion is bloodied.
3) If a bloodied minion suffers damage from any other attack, it is killed.

The idea is too keep things relatively simple. Minions are now a little sturdier and thus they come in three states - alive, bloodied, or dead. If a minion is bloodied I mark it with the appropriate chit, and if a bloodied minion is damaged again I remove it from play. This has the side effect of allowing powers that affect bloodied creatures to have a chance of working on a minion, and also allows minions to use powers that require the bloodied condition. Also, I think it can be appropriate to removing the rule that minions take no damage from attacks that miss, which is at odds with the way 'normal' monsters suffer damage.

The first goal of this modification is to make minions of the party's level fairly easy to dispatch, while removing the 'guaranteed kill' factor of minions. The second goal of this change is to make higher level minions a little more dangerous by having a slightly longer presence on the battlefield, and to make said higher level minions less vulnerable to attacks from parties who are lower level.

I'm fairly confident that this idea can work in play. What I'm most concerned with is making sure that the math behind determining the minion's MDT value provides the results that accomplish what I want. I arrived at my initial formula (5 + Consitution modifier + minion level) by comparing the results given to parties in the heroic tier of the appropriate comparitive level. I think at fist glance that this forumla will work in the paragon tier, though I know it will hit a mathematical bump in the epic tier where PC base damage increases. As my experience with 4th ed so far only resides in the herioc tier, I was hoping to get opinions from people more experienced with the game.

Critique away!
 

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keterys

First Post
Seems pretty decent - removing the rule about misses not killing minions at the same time, right?

I suggested _almost_ that exact rule several months ago to someone, but I didn't include the Con modifier. I wanted them to not have to look up the threshold.
 

DanmarLOK

First Post
The math can get tough though for the party to deal with minions in the manner that they're designed to be if you take level into account. Example from recent game table history: Party, level 2, was fighting 7 orc Drudges, 1 orc berserker, 1 orc raider. The drudges would have had a MDT of 4+2+5 or 11 points of damage. That makes it impossible for the wizard/controller, designed to deal with masses of minions to kill any of them with an scorching burst or the dragonborn paladin to kill any of them with his dragon breath. The fastest they could kill any of them would be two shots and with a roughly 60% hit rate 3 shots on average.

Let's up the levels and say it's a level 9 party fighting Orc Warriors 9+5+5 or 19 MDT. Even if the wizzie burns a daily Ice Storm (one of the better damage output AOE dailies in his repetoire at this level) he'd still have to roll well on his damage to kill the minions and probably would again only bloody the ones he hit and that's using a daily.

So while the MDT works with damage dealing classes it tends to devalue the controllers ability to control masses of minions.

It also de-values Cleave for instance and other close burst attacks that are low damage.

Like yourself and others I also have tried to find a middle ground between one shot kills and something less durable than a standard. The level didn't work mathmatically for me because the level goes up faster than the average damage put out by the controllers who are designed to deal with this kind of threat as well as all the various and sundry attacks that are AOE's that are designed to whack minions.

In the end I just went back to primarily using minions and lower level standards compared tot he party level to work as 'in betweens'.
 

Nytmare

David Jose
Somewhere on Enworld I had seen a houserule that boiled down to "If a minion is attacked and not killed, it is bloodied."

I've been thinking about abosrbing that one.
 

fodigg

First Post
I like it, but I want the damage threshold to be smaller. I'm not trying to make it "hard" to kill minions, I'm just trying to make it so they don't drop on really low damage rolls.

I would have the following thresholds:
heroic, paragon: Level
epic: Level + 10​

Simple, fast, and it should only come up when the wizard flubs his damage roll.
 

Lakoda

First Post
This is why I keep reading these minion fix threads. I see them and groan as some one out there tries to give them hit points and only manages to complicate the hell out of things as well as completely remove the point of a minion. You have succeeded, IMHO, in not falling into either of those pit falls. Kudos!

Additionally I would count all critical hits as beating the threshold (even if it otherwise would not, which is unlikely but possible). It's very easy to throw a red alea under a minion and be done with it and you don't have a track hit points anymore.
 
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Engilbrand

First Post
I honestly can't understand the problem with minions. The only reason that they go from perfect to dead is that the hero got in a lucky shot. He shoved a sword through the neck. He turned his magic missle into a dagger and hit the orc through the forehead for an instant kill.
Then again, we describe the scene either after the mechanical part happens, or before and then edit as necessary. Or we just describe the attack, and the DM describes the effect.
We also don't pretend that it's real, so things like this and the Warlord healing stuff don't cause us any problems.
 

keterys

First Post
I actually think the problem isn't with minions as much as it's with abilities that deal automatic damage.

Rod of Reaving, Winter's Wrath, Stinking Cloud, etc.

Well, that and someone working on the MM got confused when doing a bunch of the defenses for minions and made them too low.
 

ImperialParadox

First Post
Like yourself and others I also have tried to find a middle ground between one shot kills and something less durable than a standard. The level didn't work mathmatically for me because the level goes up faster than the average damage put out by the controllers who are designed to deal with this kind of threat as well as all the various and sundry attacks that are AOE's that are designed to whack minions.

Yeah I've been doing calculations today and was finding the same problem in the math. Basically I want a more or less even chance to kill or bloody a minion, though it will of course vary based on the kind of damage the different PC classes can put out. Unfortunately it does make an issue with Controllers (the wizard) because his damage, while often spread out among various creatures, is actually on the low side raw numbers wise.

I came up with the original formula basing it on low-level minion such as kobolds and goblins. In those cases the MDT was 7 or so, reasonable against the average damage of PC's of that level. However, I'm having a difficult time finding a reasonable scale.

I have a seperate houserule I'm working on - I want combat to be sped up in general, so I was thinking of giving characters a bonus to damage equal to 1/2 their level, much like the bonus they get for d20 roles. This change makes the current formula for MDT more viable, though I still think it may become unbalanced at the higher end.

Alternatively, and not taking into account a change to the damage PC's can inflict from the above proposed houserule, I thought about changing the formula to 5 + Constitution modifier + 1/2 the minons level, which produces a slower scale.

In this case a 9th level orc warrior minion, for example, would have a MDT of 14. I think this value is more acceptable. Just glancing at the wizard's spells, I think several of his encounter powers could outright kill minions of this caliber. Fireball, for example, could deal with this group assuming reasonable stats and equipment for the wizard.
 
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