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4e Dungeon Design - New Article
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<blockquote data-quote="WizarDru" data-source="post: 3738865" data-attributes="member: 151"><p>Personally, balancing issues aside, I really LIKE minion rules, especially after having used them in M&M. They aren't so much a separate set of rules as a set of conditions that make life easier for everyone at the table, at least when used in M&M. Of course, in M&M, it's a different genre and style. Being able to simply 'Take 10' when fighting a mook and being able to knock them out with a single hit is fun in M&M...in D&D, it would depend on the situation.</p><p></p><p>One problem that I'd like to see more addressed is the scalability of certain monsters. There was a Dungeon adventure about two years back that had a tribe of orcs guarding a temple with an arifact of Iuz, iirc. Since this was a 10th level module, the orcs were all Barbarian 8s....which made sense in that they gave the heroes a mechanically apt challenge, but didn't really hold water in the sense of any sort of verisimilitude. These were an entire tribe of CR8 super-orcs...why they hadn't conquered every other tribe of orcs really wasn't established. But the only way to make orcs even remotely challenging to a 10th level party was to change them thusly.</p><p></p><p>In my last campaign, the party was 18th-20th level when they repelled a Githyanki incursion onto the prime. One combat had them facing 250 foot soldiers and about 30 high-levelled classed or special opponents. Minion rules would have simplified that combat in a helpful way, as they would for many high-level encounters using relatively lower-level threats. IF they implement something like that, which obviously we don't know about.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 3738865, member: 151"] Personally, balancing issues aside, I really LIKE minion rules, especially after having used them in M&M. They aren't so much a separate set of rules as a set of conditions that make life easier for everyone at the table, at least when used in M&M. Of course, in M&M, it's a different genre and style. Being able to simply 'Take 10' when fighting a mook and being able to knock them out with a single hit is fun in M&M...in D&D, it would depend on the situation. One problem that I'd like to see more addressed is the scalability of certain monsters. There was a Dungeon adventure about two years back that had a tribe of orcs guarding a temple with an arifact of Iuz, iirc. Since this was a 10th level module, the orcs were all Barbarian 8s....which made sense in that they gave the heroes a mechanically apt challenge, but didn't really hold water in the sense of any sort of verisimilitude. These were an entire tribe of CR8 super-orcs...why they hadn't conquered every other tribe of orcs really wasn't established. But the only way to make orcs even remotely challenging to a 10th level party was to change them thusly. In my last campaign, the party was 18th-20th level when they repelled a Githyanki incursion onto the prime. One combat had them facing 250 foot soldiers and about 30 high-levelled classed or special opponents. Minion rules would have simplified that combat in a helpful way, as they would for many high-level encounters using relatively lower-level threats. IF they implement something like that, which obviously we don't know about. [/QUOTE]
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