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General Tabletop Discussion
*Pathfinder & Starfinder
Do automatic hit abilities kill minions?
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<blockquote data-quote="Rartemass" data-source="post: 4646545" data-attributes="member: 82261"><p>Look at the Kobold Wyrmpriest's Incite Faith ability (MM pg 168).</p><p></p><p>"Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square."</p><p></p><p>Then also look at the tactics on the same page</p><p></p><p>"A wyrmpriest keeps lots of kobold underlings between it and its enemies, using <em>incite faith</em> to embolden them"</p><p></p><p>If giving minions temporary hit points <u>doesn't</u> save them from a single point of damage, then what is the point of the above ability and tactic?</p><p></p><p></p><p>I used this exact scenario with a wyrmpriest inciting his 10 minions. Even with the extra hit points, 70% died with a single hit.</p><p></p><p>I personally go with the temp hit points help a minion.</p><p></p><p>When making rulings as a GM I take the following into account:</p><p>-Every core rule can be bent or broken by a specific power or ability. This is much like in Magic: The Gathering. The core combat system is in place and it is the way things work by default. Abilities make exceptions, additions, or blatant opposition to the default rules.</p><p>-Turn the tables on the PCs. If the monster was a PC, would you expect the ability to work one way or the other. Even though monsters are generally there to be killed, I think of them as a natural part of the world and they have their own agendas, life goals, plans etc. They had lives before the PCs arrived, and if they survive will go back to them. Monsters are people too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>-Does it make the game more enjoyable? If interpreting the rule one way reduces the enjoyment of the game, then don't use it that way.</p></blockquote><p></p>
[QUOTE="Rartemass, post: 4646545, member: 82261"] Look at the Kobold Wyrmpriest's Incite Faith ability (MM pg 168). "Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square." Then also look at the tactics on the same page "A wyrmpriest keeps lots of kobold underlings between it and its enemies, using [I]incite faith[/I] to embolden them" If giving minions temporary hit points [U]doesn't[/U] save them from a single point of damage, then what is the point of the above ability and tactic? I used this exact scenario with a wyrmpriest inciting his 10 minions. Even with the extra hit points, 70% died with a single hit. I personally go with the temp hit points help a minion. When making rulings as a GM I take the following into account: -Every core rule can be bent or broken by a specific power or ability. This is much like in Magic: The Gathering. The core combat system is in place and it is the way things work by default. Abilities make exceptions, additions, or blatant opposition to the default rules. -Turn the tables on the PCs. If the monster was a PC, would you expect the ability to work one way or the other. Even though monsters are generally there to be killed, I think of them as a natural part of the world and they have their own agendas, life goals, plans etc. They had lives before the PCs arrived, and if they survive will go back to them. Monsters are people too :) -Does it make the game more enjoyable? If interpreting the rule one way reduces the enjoyment of the game, then don't use it that way. [/QUOTE]
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Do automatic hit abilities kill minions?
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