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General Tabletop Discussion
*Pathfinder & Starfinder
Judicious use and description of Minions [Edit-Now asking for stat analysis]
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<blockquote data-quote="Switchback" data-source="post: 4378225" data-attributes="member: 69793"><p>Mongo and Jas. The expanded crit idea was simply an example and not intended as any sort of mathematical tested way to equalize the minion mechanic! I would do a lot of playtesting and tweaking before instituting anything like that. Though there probably *is* a reasonable alternative along those lines if someone truly hates them the way they are.</p><p> </p><p> The point of the example was only to show that Minions as created were made with 1 HP for a specific reason - ease of use - and not to trick players or make combats more confusing or random. Which is exactly what Minions do if the players do not have a easy way to identify them.</p><p></p><p>Especially as a controller, I find it’s a ‘awful idea’ for DM’s to play them as simply identical to normal creatures, but who just happen to fall in one hit. Even the developers suggest against doing that. They are merely 'mooks' filling the same role as weaker lower level creatures did in past editions, and should be recognizable as such. </p><p></p><p>Because in the case they are not, the game begins to be ruled by the same randomness that cripples encounters in the way Mongo alleged in my example, ("Oops did I target the 5 'real' orcs instead of the minions, sorry, I guess were going to die because I guessed wrong"). If Minions are however fairly easy to discern, regardless if by skill checks descriptions or what not, I am fine with them as is.</p><p></p><p>They were given separate equipment, powers and suggested descriptions for a reason. Precisely, for the very fact that they are not supposed to be dummy or cardboard versions of brutes or soldiers, and as such, should in most cases be quickly identified by veteran adventurers in the same way that they can tell the difference between a Flaming Skeleton and a common skeleton or a Brute Ogre and a Shaman Ogre.</p></blockquote><p></p>
[QUOTE="Switchback, post: 4378225, member: 69793"] Mongo and Jas. The expanded crit idea was simply an example and not intended as any sort of mathematical tested way to equalize the minion mechanic! I would do a lot of playtesting and tweaking before instituting anything like that. Though there probably *is* a reasonable alternative along those lines if someone truly hates them the way they are. The point of the example was only to show that Minions as created were made with 1 HP for a specific reason - ease of use - and not to trick players or make combats more confusing or random. Which is exactly what Minions do if the players do not have a easy way to identify them. Especially as a controller, I find it’s a ‘awful idea’ for DM’s to play them as simply identical to normal creatures, but who just happen to fall in one hit. Even the developers suggest against doing that. They are merely 'mooks' filling the same role as weaker lower level creatures did in past editions, and should be recognizable as such. Because in the case they are not, the game begins to be ruled by the same randomness that cripples encounters in the way Mongo alleged in my example, ("Oops did I target the 5 'real' orcs instead of the minions, sorry, I guess were going to die because I guessed wrong"). If Minions are however fairly easy to discern, regardless if by skill checks descriptions or what not, I am fine with them as is. They were given separate equipment, powers and suggested descriptions for a reason. Precisely, for the very fact that they are not supposed to be dummy or cardboard versions of brutes or soldiers, and as such, should in most cases be quickly identified by veteran adventurers in the same way that they can tell the difference between a Flaming Skeleton and a common skeleton or a Brute Ogre and a Shaman Ogre. [/QUOTE]
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Judicious use and description of Minions [Edit-Now asking for stat analysis]
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