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General Tabletop Discussion
*Pathfinder & Starfinder
If you don't like minions - how would you do it?
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<blockquote data-quote="Plane Sailing" data-source="post: 4387260" data-attributes="member: 114"><p>I'll move this over to House Rules.</p><p></p><p>I could see the value of making some minions "2-hit" minions, purely because then bloodied comes into the equation - whether it is allowing minions to have abilities which function when bloodied, or allowing PCs with special abilities that key off bloodied to get some use against minions (Tiefling bloodhunt?)</p><p></p><p>I'd also see a benefit of tweaking Minion damage, whether it is giving them "+1 per tier" to their damage on a crit, or giving them double damage (assuming that their minion fixed damage is equivalent to their average damage, which is about half of their max damage). Even rolling for minion damage is worthwhile (A PC recently decided to provoke an OA from the kobold skirmisher rather than the kobold minion because he only had 3 hp, and if the minion hit him it was all over, but the skirmisher might roll a 1 or 2 on his d8 damage if he hit...)</p><p></p><p>These things are just tweaks to minions though, and doesn't get around the basic issue.</p><p></p><p>Of course, in earlier editions it would have been possible to create functionally equivalent minions just by assuming that the bad guys rolled a "1" on each of their HD - giving the creatures minimum hit points.</p><p></p><p>I agree with the original proposition - minions make certain types of encounter much easier to produce. The only real alternative I've seen in 3e days was 'mob' templates, but they produced some grossly overpowered situations with the implementation which I'd seen used (in the Worlds Largest Dungeon).</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4387260, member: 114"] I'll move this over to House Rules. I could see the value of making some minions "2-hit" minions, purely because then bloodied comes into the equation - whether it is allowing minions to have abilities which function when bloodied, or allowing PCs with special abilities that key off bloodied to get some use against minions (Tiefling bloodhunt?) I'd also see a benefit of tweaking Minion damage, whether it is giving them "+1 per tier" to their damage on a crit, or giving them double damage (assuming that their minion fixed damage is equivalent to their average damage, which is about half of their max damage). Even rolling for minion damage is worthwhile (A PC recently decided to provoke an OA from the kobold skirmisher rather than the kobold minion because he only had 3 hp, and if the minion hit him it was all over, but the skirmisher might roll a 1 or 2 on his d8 damage if he hit...) These things are just tweaks to minions though, and doesn't get around the basic issue. Of course, in earlier editions it would have been possible to create functionally equivalent minions just by assuming that the bad guys rolled a "1" on each of their HD - giving the creatures minimum hit points. I agree with the original proposition - minions make certain types of encounter much easier to produce. The only real alternative I've seen in 3e days was 'mob' templates, but they produced some grossly overpowered situations with the implementation which I'd seen used (in the Worlds Largest Dungeon). Cheers [/QUOTE]
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If you don't like minions - how would you do it?
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