That One Guy
First Post
Forked from: Let's talk about minions...
So, just sorting of throwing down the phantom damage variant... just in case anyone digs it. Anyway, I want to generate a discussion for creating minion-like enemies that
1) Are pretty easy to run.
2) Are fun in the same easy to kill ProPC ProStory fashion.
So, besides the phantom dmgv, I'll throw in something else pretty much ganked from oWoD [sblock](and probably nWoD too). If anyone has played it before... pretty much give minions two boxes. A decent hit would be a lethal damage or two. A poor damage roll would be a bashing hit. Etc. I'm going to try and explain what I mean for anyone not familiar (any help in this would be rad and appreciated). Basically, for when you have a minion and draw a number of boxes estimating how many decent hits he'll have to take before dying. I'd suggest two. If an attack hits and rolls a damage of only 1 or something, draw a single / through the box. If a second damage roll comes up make that / a X. When both are X's, the enemy falls. If an attack had been Not a 1 originally, it would have been a single X. If the first hit was a 1, but the second wasn't, then the enemy would be X /. Basically, one more hit of any kind would kill it. A critical hit would pretty much be an autokill (Agg really doesn't convert well...). That was really long and probably not that swell of an explanation. I'm bad at doing this without drawing. Sorry.
Now, an expansion to this boxdamage concept would be boxes per level. A level 1 minion would have 1 box. A level 2 - 2, and a level 15 - 15 boxes. A solid (non-1 damage roll) hit would deal a number of boxes relative to the PC's level. A ~1 character would do one X to a level 15 minion per hit. A <1 NPC would probably do about / per solid hit (kid w/ rock scenario). But, a level 10 character would do 10 X's per hit, and thus need two hits to kill a 15 minion (assuming they weren't poor damage rolls).
Powers that deal X[w] would probably just do X... X's. Maybe not the best fix, but I think it'd work.
[/sblock]
...wow... I hope that made sense. If it did, how does it work for people? It's meant to help build a bridge between simulation and narrative, but still capture the ingame feeling of a minion.
That One Guy said:However, I actually am not 100% into how minions work in 4e. I imagine that it is a compromise between more complicated rules. Some things that I've experimented with in games are the idea of damage threshold minions and... fake damage. Threshold is that a single attack has to do a certain minimum amount of damage to fell a particular minion (Accidentally the anti-cloud of daggers). Fake damage is even if an attack misses against a minion, it still is described as a hit. Actual damage is a direct hit and kills it. An abstraction of this rule would be to give minions an actual hp value. When a roll would be a miss, they are given damage as a hit to that hp value. When they are actually hit by direct hit from a skilled opponent, the enemy then goes down instantly. I think this might be moving towards a middle ground.
I have an idea for a middle ground, but it involves charts and excessive complications that'd probably be much less fun of a compromise than the phantom damage variant. I guess I could throw that into the house rules section...
So, just sorting of throwing down the phantom damage variant... just in case anyone digs it. Anyway, I want to generate a discussion for creating minion-like enemies that
1) Are pretty easy to run.
2) Are fun in the same easy to kill ProPC ProStory fashion.
So, besides the phantom dmgv, I'll throw in something else pretty much ganked from oWoD [sblock](and probably nWoD too). If anyone has played it before... pretty much give minions two boxes. A decent hit would be a lethal damage or two. A poor damage roll would be a bashing hit. Etc. I'm going to try and explain what I mean for anyone not familiar (any help in this would be rad and appreciated). Basically, for when you have a minion and draw a number of boxes estimating how many decent hits he'll have to take before dying. I'd suggest two. If an attack hits and rolls a damage of only 1 or something, draw a single / through the box. If a second damage roll comes up make that / a X. When both are X's, the enemy falls. If an attack had been Not a 1 originally, it would have been a single X. If the first hit was a 1, but the second wasn't, then the enemy would be X /. Basically, one more hit of any kind would kill it. A critical hit would pretty much be an autokill (Agg really doesn't convert well...). That was really long and probably not that swell of an explanation. I'm bad at doing this without drawing. Sorry.
Now, an expansion to this boxdamage concept would be boxes per level. A level 1 minion would have 1 box. A level 2 - 2, and a level 15 - 15 boxes. A solid (non-1 damage roll) hit would deal a number of boxes relative to the PC's level. A ~1 character would do one X to a level 15 minion per hit. A <1 NPC would probably do about / per solid hit (kid w/ rock scenario). But, a level 10 character would do 10 X's per hit, and thus need two hits to kill a 15 minion (assuming they weren't poor damage rolls).
Powers that deal X[w] would probably just do X... X's. Maybe not the best fix, but I think it'd work.
[/sblock]
...wow... I hope that made sense. If it did, how does it work for people? It's meant to help build a bridge between simulation and narrative, but still capture the ingame feeling of a minion.
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