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<blockquote data-quote="Dykstrav" data-source="post: 4867032" data-attributes="member: 40522"><p>I've tweaked minions a bit. My group has noticed that minions make the players feel like they have to waste attack rolls on speed bumps rather than make them feel powerful and heroic. At the moment, I'm giving them a flat die-based damage (like 1d6 instead of just 4 damage from an attack) and 25% of the hit points of a standard monster instead of 1 hit point. That's enough that they still go down in one or two hits, but without it being a guaranteed one-hit kill, they have some teeth. The players seem to really enjoy it when they can't tell which goblins are the minions and which are the "real" monsters.</p><p></p><p>We've also house-ruled critical hits. Sometimes you roll max damage anyway, so just doing max damage doesn't seem that cool. The extra damage you get from magic weapons meliorates the effect only slightly, since monsters rarely get extra damage on crits. In the last campaign we ran (that ended at thirteenth level), the fighter suffered six critical hits in a single battle and pretty much shrugged it off. For our current campaign, we're playing where a crit just adds a flat damage bonus (+10 at level 1-4, it'll go up to +15 or +20 at 5th level).</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 4867032, member: 40522"] I've tweaked minions a bit. My group has noticed that minions make the players feel like they have to waste attack rolls on speed bumps rather than make them feel powerful and heroic. At the moment, I'm giving them a flat die-based damage (like 1d6 instead of just 4 damage from an attack) and 25% of the hit points of a standard monster instead of 1 hit point. That's enough that they still go down in one or two hits, but without it being a guaranteed one-hit kill, they have some teeth. The players seem to really enjoy it when they can't tell which goblins are the minions and which are the "real" monsters. We've also house-ruled critical hits. Sometimes you roll max damage anyway, so just doing max damage doesn't seem that cool. The extra damage you get from magic weapons meliorates the effect only slightly, since monsters rarely get extra damage on crits. In the last campaign we ran (that ended at thirteenth level), the fighter suffered six critical hits in a single battle and pretty much shrugged it off. For our current campaign, we're playing where a crit just adds a flat damage bonus (+10 at level 1-4, it'll go up to +15 or +20 at 5th level). [/QUOTE]
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