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Let's talk about minions...
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<blockquote data-quote="RangerWickett" data-source="post: 4443736" data-attributes="member: 63"><p>The minion rules work for me.</p><p></p><p>However, if I were designing my own system, I'd drastically alter the way hit points work. In D&D, we have AC, which is how hard you are to hurt, and hit points, which is how hard you are to wound. Why does a level 20 skirmisher monster have a high AC? Because apparently it's good at dodging. But then why does it have tons of hit points? Because at higher levels creatures don't die from wounds anymore?</p><p></p><p>I could accept the fact that hp = dodginess back when your AC didn't auto-increase per level. Now that it does, though, I don't like having two stats related to 'not being hit.'</p><p></p><p>If people had a preset number of hit points, and your AC and attack bonuses went up but HP never did, that could work, except that you'd have a lot of rounds of combat of missing, which isn't fun. But minions would just have low AC, making them easy to hit and kill (they'd have just as many HP as everyone else, though, so a lucky minion could fairly easily kill a PC).</p><p></p><p>Or you could have it so attacks and AC don't really increase, and the representation of dodginess is, say, Vitality Points. In that case, minions only have Hit Points, not Vitality Points. </p><p></p><p>For the system we have, the minion rules work, but I don't really like the other aspects of the rules. I personally think attacks and defenses shouldn't be that easy to increase.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4443736, member: 63"] The minion rules work for me. However, if I were designing my own system, I'd drastically alter the way hit points work. In D&D, we have AC, which is how hard you are to hurt, and hit points, which is how hard you are to wound. Why does a level 20 skirmisher monster have a high AC? Because apparently it's good at dodging. But then why does it have tons of hit points? Because at higher levels creatures don't die from wounds anymore? I could accept the fact that hp = dodginess back when your AC didn't auto-increase per level. Now that it does, though, I don't like having two stats related to 'not being hit.' If people had a preset number of hit points, and your AC and attack bonuses went up but HP never did, that could work, except that you'd have a lot of rounds of combat of missing, which isn't fun. But minions would just have low AC, making them easy to hit and kill (they'd have just as many HP as everyone else, though, so a lucky minion could fairly easily kill a PC). Or you could have it so attacks and AC don't really increase, and the representation of dodginess is, say, Vitality Points. In that case, minions only have Hit Points, not Vitality Points. For the system we have, the minion rules work, but I don't really like the other aspects of the rules. I personally think attacks and defenses shouldn't be that easy to increase. [/QUOTE]
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