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<blockquote data-quote="small pumpkin man" data-source="post: 4121888" data-attributes="member: 57910"><p>Do high level minions even use the "1 hit you're dead" rule? I mean, the stats we've seen for a 6th level minion (vampire spawn) give them 10 hp, let alone 20th level minions.</p><p></p><p>I'd also like to point out for Lizard's benefit, for the point of this entire discussion, that while the rules seem to support, and even encourage drama based play, I really don't think they require it, I think what you're seeing here is people who always wanted to play like this (and often do) being given better tools to do so. The point of the minion/solo rules is to design creatures in a way which simulates the way the creature fights/is fought, and to communicate that to the GM. For some people/settings/genres/<em>playstyles</em>, whether or not a creature is a minion will depend on their position in the plot, for others (you I assume) it would depend on their position in the world or their training, or something innate about how they fight.</p><p></p><p>While having level 1 Kobold warriors (or whatever) turn into level 8 Kobold minions if they're fighting much higher level creatures/characters (I think that's how the scaling works) makes the fight much simpler while keeping the power level of the Kobold very similar*, this doesn't mean you have to do it if it doesn't suit your playing/GMing style. And there's no need to get in peoples faces about the fact that it does suit their style.</p><p></p><p>*it mostly seems to involve things like making their damage flat instead of dice so that you don't have to roll it and they can't crit, raising their defenses and lowering their hp so that they take a similar amount of rounds to kill, but you don't have to worry as much about counting tonnes of critters who only get wounded.</p><p></p><p>-Edit, damn I take a long time to post.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4121888, member: 57910"] Do high level minions even use the "1 hit you're dead" rule? I mean, the stats we've seen for a 6th level minion (vampire spawn) give them 10 hp, let alone 20th level minions. I'd also like to point out for Lizard's benefit, for the point of this entire discussion, that while the rules seem to support, and even encourage drama based play, I really don't think they require it, I think what you're seeing here is people who always wanted to play like this (and often do) being given better tools to do so. The point of the minion/solo rules is to design creatures in a way which simulates the way the creature fights/is fought, and to communicate that to the GM. For some people/settings/genres/[i]playstyles[/i], whether or not a creature is a minion will depend on their position in the plot, for others (you I assume) it would depend on their position in the world or their training, or something innate about how they fight. While having level 1 Kobold warriors (or whatever) turn into level 8 Kobold minions if they're fighting much higher level creatures/characters (I think that's how the scaling works) makes the fight much simpler while keeping the power level of the Kobold very similar*, this doesn't mean you have to do it if it doesn't suit your playing/GMing style. And there's no need to get in peoples faces about the fact that it does suit their style. *it mostly seems to involve things like making their damage flat instead of dice so that you don't have to roll it and they can't crit, raising their defenses and lowering their hp so that they take a similar amount of rounds to kill, but you don't have to worry as much about counting tonnes of critters who only get wounded. -Edit, damn I take a long time to post. [/QUOTE]
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