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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dragon Mountain (4e conversion - complete!)
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<blockquote data-quote="Quickleaf" data-source="post: 6058668" data-attributes="member: 20323"><p><strong>Minions</strong></p><p></p><p>Couldn't get back to sleep, so I did some more brainstorming on the conversion, specifically about minions...</p><p></p><p>All kobolds are minions in Dragon Mountain. Minions aren't a challenge by themselves - they either need mass numbers or some kind of trick/trap (or both) to have a shot at harming much the less defeating a group of hardened adventurers. Right now, however, I want to focus on minions in isolation. There are two angles to any monster: tactics and stat blocks.</p><p></p><p> Tactics are a large part of this. There's all the original Tucker's Kobolds tricks. There is also some stuff unique to 4e: Kobolds can do sneaky stuff like move adjacent to an enemy, aid one kobold's attack, then shift away so that one kobold is virtually guaranteed a hit. I'm also brainstorming tactics of my own... Some that I'm looking forward to trying out are using monster bait/repellent and myco-toxins that only effect mammals.</p><p></p><p>Talking about minion kobolds and the importance of stat blocks might sound like a joke. After all, they're going to be dying in the dozens, how long will a single kobold have to pull off a bunch of tricks, right? Hang on. Certain traits/powers in 4e can make some minions much more of a threat than the baseline minion. These include:</p><p></p><p>- Long ranged attacks</p><p>- Grapple attacks</p><p>- Waves that don't stop until a condition is met</p><p>- Invisibility or frequent hiding</p><p>- Draining healing surges</p><p>- Threatening reach</p><p>- Death triggers (aka "exploding minions")</p><p>- Powers that create minions (or be created by standard monsters)</p><p></p><p>What else might you add to that list?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6058668, member: 20323"] [b]Minions[/b] Couldn't get back to sleep, so I did some more brainstorming on the conversion, specifically about minions... All kobolds are minions in Dragon Mountain. Minions aren't a challenge by themselves - they either need mass numbers or some kind of trick/trap (or both) to have a shot at harming much the less defeating a group of hardened adventurers. Right now, however, I want to focus on minions in isolation. There are two angles to any monster: tactics and stat blocks. Tactics are a large part of this. There's all the original Tucker's Kobolds tricks. There is also some stuff unique to 4e: Kobolds can do sneaky stuff like move adjacent to an enemy, aid one kobold's attack, then shift away so that one kobold is virtually guaranteed a hit. I'm also brainstorming tactics of my own... Some that I'm looking forward to trying out are using monster bait/repellent and myco-toxins that only effect mammals. Talking about minion kobolds and the importance of stat blocks might sound like a joke. After all, they're going to be dying in the dozens, how long will a single kobold have to pull off a bunch of tricks, right? Hang on. Certain traits/powers in 4e can make some minions much more of a threat than the baseline minion. These include: - Long ranged attacks - Grapple attacks - Waves that don't stop until a condition is met - Invisibility or frequent hiding - Draining healing surges - Threatening reach - Death triggers (aka "exploding minions") - Powers that create minions (or be created by standard monsters) What else might you add to that list? [/QUOTE]
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