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General Tabletop Discussion
*Dungeons & Dragons
How Many HP Should 5E 2024 Minions Have
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<blockquote data-quote="Steampunkette" data-source="post: 9839316" data-attributes="member: 6796468"><p>6-7hp means that anything near average damage for weapon swing (1d8+Mods) is going to take down a minion in one swing. Especially if the weapon is enchanted.</p><p></p><p>However, it also ensures that if they are hit by a hard hitting enough spell (say, an 8d6 <em>Fireball</em>) they're going to drop whether they make their saving throw or not, clearing a big chunk of the field.</p><p></p><p>You do, however, have the problem that while your Extra Attack Martials and your AoE Casters are clearing the floor, your Sneak Attacking Rogue is going to be hitting only one enemy per turn no matter what they do.</p><p></p><p>So here's my suggestion:</p><p></p><p>1) HP is in the 6-7 range.</p><p>2) Evasion.</p><p>3) Cleave for Remaining Damage.</p><p></p><p>Now your Fighter will wade in making 3 attacks, hit three people, maybe take out 5-6 of them if the damage rolls are high enough.</p><p></p><p>Your Wizard can hit a fireball to guarantee they take out anyone who fails their save, no matter how low the damage roll. But it won't wipe -everyone- out in the area.</p><p></p><p>And your Rogue will be able to keep up by stabbing one person for 7d6+Mod and spreading the damage out over 4-5 people to take out several at once.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9839316, member: 6796468"] 6-7hp means that anything near average damage for weapon swing (1d8+Mods) is going to take down a minion in one swing. Especially if the weapon is enchanted. However, it also ensures that if they are hit by a hard hitting enough spell (say, an 8d6 [I]Fireball[/I]) they're going to drop whether they make their saving throw or not, clearing a big chunk of the field. You do, however, have the problem that while your Extra Attack Martials and your AoE Casters are clearing the floor, your Sneak Attacking Rogue is going to be hitting only one enemy per turn no matter what they do. So here's my suggestion: 1) HP is in the 6-7 range. 2) Evasion. 3) Cleave for Remaining Damage. Now your Fighter will wade in making 3 attacks, hit three people, maybe take out 5-6 of them if the damage rolls are high enough. Your Wizard can hit a fireball to guarantee they take out anyone who fails their save, no matter how low the damage roll. But it won't wipe -everyone- out in the area. And your Rogue will be able to keep up by stabbing one person for 7d6+Mod and spreading the damage out over 4-5 people to take out several at once. [/QUOTE]
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How Many HP Should 5E 2024 Minions Have
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