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Community
General Tabletop Discussion
*Pathfinder & Starfinder
At what point do players know they're fighting Minions?
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<blockquote data-quote="keterys" data-source="post: 5092135" data-attributes="member: 43019"><p>Only that it has been specifically said to make it easy to figure out what is minions, KD. Much like it has been said to make it easy to figure out that a monster has an aura around it. Avoid "gotcha" moments that are antagonistic to the players.</p><p></p><p>Unless, of course, they want them that way. Then an experienced DM with a willing party can go against the DMG advice.</p><p></p><p>As for the rest - you actually should make it fairly easy to figure out a lot of that stuff. The elite guy should look more impressive than the others and shrug off attacks as if they meant less to him. A creature with an impressive AC should have more notable armor, and you should let players know when they're missing by a bunch to indicate it's really high. Faster creatures should be described as such, and tougher creatures as well. A reasonable level of knowledge skills gives you what creatures are and their power types, so knowing that a monster can go invisible or has lots of area attacks tells you a lot of how it fights... Not to exact numbers, certainly, but enough that the PCs can make tactical decisions with the use of their powers.</p><p></p><p>'He seems really slippery and fast, I'm going to see if I can knock him down with this Fort attack' kinda thought process. Rather than 'Umm, it's kinda evil looking and bites. Guess I'll use at-wills for a couple rounds til we see what sticks.'</p><p></p><p>Unless, of course, the group likes the exploratory part. Then it's fine to go that way. Again, there is no badwrongfun. As long as the group (and not just the DM) enjoys it that way, and you're cool with combats taking a little bit longer.</p></blockquote><p></p>
[QUOTE="keterys, post: 5092135, member: 43019"] Only that it has been specifically said to make it easy to figure out what is minions, KD. Much like it has been said to make it easy to figure out that a monster has an aura around it. Avoid "gotcha" moments that are antagonistic to the players. Unless, of course, they want them that way. Then an experienced DM with a willing party can go against the DMG advice. As for the rest - you actually should make it fairly easy to figure out a lot of that stuff. The elite guy should look more impressive than the others and shrug off attacks as if they meant less to him. A creature with an impressive AC should have more notable armor, and you should let players know when they're missing by a bunch to indicate it's really high. Faster creatures should be described as such, and tougher creatures as well. A reasonable level of knowledge skills gives you what creatures are and their power types, so knowing that a monster can go invisible or has lots of area attacks tells you a lot of how it fights... Not to exact numbers, certainly, but enough that the PCs can make tactical decisions with the use of their powers. 'He seems really slippery and fast, I'm going to see if I can knock him down with this Fort attack' kinda thought process. Rather than 'Umm, it's kinda evil looking and bites. Guess I'll use at-wills for a couple rounds til we see what sticks.' Unless, of course, the group likes the exploratory part. Then it's fine to go that way. Again, there is no badwrongfun. As long as the group (and not just the DM) enjoys it that way, and you're cool with combats taking a little bit longer. [/QUOTE]
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At what point do players know they're fighting Minions?
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