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If you don't like minions - how would you do it?
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<blockquote data-quote="Syrsuro" data-source="post: 4387631" data-attributes="member: 58162"><p>I think the greatest improvement while keeping the general spirit would be for some to survive their initial hit to become bloodied.</p><p> </p><p>Using the 'bloodied' state to make them more durable retains the spirit (they are still pretty easy to mow through), while keeping them easy to keep track of (still no hit points, you just need to pop a bloodied marker on those that survive). </p><p> </p><p>As for how you determine which ones die on the first hit and which ones survive to become bloodied - there are several approachs and nothing which says that you can't use different rules for different creatures.</p><p> </p><p>At present I am leaning towards the following.</p><p> </p><p>1) Any critical hit will kill a minion, regardless of total damage.</p><p>2) Any attack which does less than 10 points of damage on a hit or which does any amount of damage on a miss will bloody the minion. If the minion is already dead, this damage will kill it.</p><p>3) Any attack which does more than 10 points of damage will kill the minion, regardless of whether or not the minion was previously bloodied.</p><p> </p><p> </p><p>This retains the simplicity (no need for bookkeeping - minions have only three states (uninjured, bloodied, dead) and determining when they move from one state to another is clear and easy. </p><p> </p><p>But it gives them just enough durability to make them relevant when they occur, while still allowing the players to mop them up quickly.</p><p> </p><p>Of course - I haven't had the chance to test this yet, so its a purely theoretical approach at this point.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4387631, member: 58162"] I think the greatest improvement while keeping the general spirit would be for some to survive their initial hit to become bloodied. Using the 'bloodied' state to make them more durable retains the spirit (they are still pretty easy to mow through), while keeping them easy to keep track of (still no hit points, you just need to pop a bloodied marker on those that survive). As for how you determine which ones die on the first hit and which ones survive to become bloodied - there are several approachs and nothing which says that you can't use different rules for different creatures. At present I am leaning towards the following. 1) Any critical hit will kill a minion, regardless of total damage. 2) Any attack which does less than 10 points of damage on a hit or which does any amount of damage on a miss will bloody the minion. If the minion is already dead, this damage will kill it. 3) Any attack which does more than 10 points of damage will kill the minion, regardless of whether or not the minion was previously bloodied. This retains the simplicity (no need for bookkeeping - minions have only three states (uninjured, bloodied, dead) and determining when they move from one state to another is clear and easy. But it gives them just enough durability to make them relevant when they occur, while still allowing the players to mop them up quickly. Of course - I haven't had the chance to test this yet, so its a purely theoretical approach at this point. Carl [/QUOTE]
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If you don't like minions - how would you do it?
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