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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Converting 4E Minion Concept to 3.5E ???
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<blockquote data-quote="AFGNCAAP" data-source="post: 4279632" data-attributes="member: 871"><p>Well, to apply a few of the minion concepts to 3.5 D&D, here's what I suggest:</p><ul> <li data-xf-list-type="ul">Minimum HP per HD for minions (but not just a single 1 HP regardless of HD, due to the use of Saves instead of Defenses)</li> <li data-xf-list-type="ul">Average damage per die/dice with a weapon/attack (instead of rolled); default on the low side of average (2 for a 1d4, 3 for a 1d6, etc.).</li> <li data-xf-list-type="ul">Average spell/spell-like ability/supernatural ability durations per die/dice (instead of rolled) when applicable; default on the low side of average (2 for a 1d4, 3 for a 1d6, etc.).</li> <li data-xf-list-type="ul">Rarely/never encountered individually: always in groups, and always at a CR at least equal to or lower than the PC's CR (higher in a few rare instances, like for minions present for a "boss fight").</li> <li data-xf-list-type="ul">Rarely/never use potent templates for minion-level foes: a vampire spawn minion is OK, but not a dwarf fighter with the vampire template; Celestial & Fiendish work for minions, but not Half-Celestial or Half-Fiend; etc.</li> <li data-xf-list-type="ul">Only use NPC classes for minions (if you're making minions of a LA +0 race)—never PC classes.</li> <li data-xf-list-type="ul">OTOH, for PCs with the Leadership feat, have all of the followers (but not the cohort) abide by the minion guidelines. Do the same with summoned creatures for spellcasters, as well.</li> </ul><p></p><p>OTOH, here's what I'd recommend for solos:</p><ul> <li data-xf-list-type="ul">Max HP per HD for solos</li> <li data-xf-list-type="ul">Minimum # of HD for a solo (enabling multiple attacks per round), &/or Feats that allow attacks against several opponents at once (like Cleave/Great Cleave, Whirlwind Attack, etc.).</li> <li data-xf-list-type="ul">If you use Action Points IYC, let solos (and maybe some elites/BBEG roles) have Action Points as if they had the Heroic Spirit feat (basically gives prominent NPCs 3 AP, which can be boosted by other feats).</li> <li data-xf-list-type="ul">If viable, provide with levels in a PC class to give class-like options/powers to boost the solo's threat level (access to spellcasting/psionics; access to weapon specialization; access to sneak attack; etc.).</li> </ul><p></p><p>Hope this helps some (if any).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 4279632, member: 871"] Well, to apply a few of the minion concepts to 3.5 D&D, here's what I suggest: [list] [*]Minimum HP per HD for minions (but not just a single 1 HP regardless of HD, due to the use of Saves instead of Defenses) [*]Average damage per die/dice with a weapon/attack (instead of rolled); default on the low side of average (2 for a 1d4, 3 for a 1d6, etc.). [*]Average spell/spell-like ability/supernatural ability durations per die/dice (instead of rolled) when applicable; default on the low side of average (2 for a 1d4, 3 for a 1d6, etc.). [*]Rarely/never encountered individually: always in groups, and always at a CR at least equal to or lower than the PC's CR (higher in a few rare instances, like for minions present for a "boss fight"). [*]Rarely/never use potent templates for minion-level foes: a vampire spawn minion is OK, but not a dwarf fighter with the vampire template; Celestial & Fiendish work for minions, but not Half-Celestial or Half-Fiend; etc. [*]Only use NPC classes for minions (if you're making minions of a LA +0 race)—never PC classes. [*]OTOH, for PCs with the Leadership feat, have all of the followers (but not the cohort) abide by the minion guidelines. Do the same with summoned creatures for spellcasters, as well. [/list] OTOH, here's what I'd recommend for solos: [list] [*]Max HP per HD for solos [*]Minimum # of HD for a solo (enabling multiple attacks per round), &/or Feats that allow attacks against several opponents at once (like Cleave/Great Cleave, Whirlwind Attack, etc.). [*]If you use Action Points IYC, let solos (and maybe some elites/BBEG roles) have Action Points as if they had the Heroic Spirit feat (basically gives prominent NPCs 3 AP, which can be boosted by other feats). [*]If viable, provide with levels in a PC class to give class-like options/powers to boost the solo's threat level (access to spellcasting/psionics; access to weapon specialization; access to sneak attack; etc.). [/list] Hope this helps some (if any). [/QUOTE]
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Converting 4E Minion Concept to 3.5E ???
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