Even though minions tend to go on the same initiative point, they each have their own turn, just like any other creature.Minions.
They all go on the same turn, right? So only one OA, no mattter how many there are.
Minions. The scourge of the defender.
Even though minions tend to go on the same initiative point, they each have their own turn, just like any other creature.
-O
I'd just call each readied action its own turn. I think that was the intent.
Eh, I don't know about that. WotC has had quite a bit of time to issue an errata if they felt this was not the way THEY thought the rules should work.
It is not like this is a feature of the rules that I uniquely discovered. It is well known that it works this way, though probably most DMs and players haven't picked up on it.
I've also seen a few CS responses confirming that it is the correct interpretation. It isn't like this is a case of a poorly worded rule that is ambiguous. RAW clearly works as stated.
It just isn't a problem. In fact it solves a few kind of cheap tactics that PCs can use from time to time as well. Fighters are supposed to be sticky, but not infinitely so and if a bunch of monsters want to rush past one en-masse it should be possible to create that tactic.
That was the intent, IRRC.Good use of minions can be very, very frustrating to a fighter but may let the controller shine.
That was the intent, IRRC.
Controllers were supposed to be quite good with minions; Defenders were supposed to be quite good at tieing up one high value target.


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.