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Grunt rules: Tougher minions


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I told my players about minion rules and that I was modifying them to include 1 and two hit minions. I never tell them in combat which ones are minions in the first place.

I thought minions would be too easy as a DM. My players have a different opinion, however. They find them a dangerous addition to the mixture. Sure they go down easy, but they can still make the damage add up quickly.

If we wouldn't have given our Paladin the at*will ability to heal others with his healing surges (instead of once per day at*will), I would have had two TPK's in the first night. Our second session not so much, with only one player having a real chance of death. My players opinion is that 4e is much deadlier than 3.x. I would have to agree.
 

Overall, I personally don't think the minions need to be any tougher than they are. Yes, they may go down easy, but in all other respects they are just as tough as a standard monster of their level. As long as the DM is smart with their use and doesn't simply use them as cannon fodder (making it too easy for the PCs to take them down), they can wreak just as much havoc on the party as a regular monster. JMHO.
 


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