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<blockquote data-quote="Quickleaf" data-source="post: 7945565" data-attributes="member: 20323"><p>Interesting. A couple clarifying questions:</p><p></p><p><strong>Relies on Players Tracking Monster AC</strong></p><p>In order for players to quickly evaluate the degree to which their attack succeeds/fails, they need to know the target number they're rolling for. To handle this efficiently at the table without play slowing down a lot, this means the players need to maintain awareness of monster AC.</p><p></p><p>In my experience, most players resist remembering monster AC. Even when I've had the monster AC clearly displayed in big font on tent cards hanging over the front of my DM screen, I would regularly have players ask "So I got a 15...do I hit the ogre?"</p><p></p><p>What were your playtest experiences with this?</p><p></p><p><strong>Limit on Numbers</strong></p><p>Is there a limit to the number of minions that can be in a group?</p><p></p><p>For example, take an ogre with 59 HP and a great club that deals 13 damage. If we have 13 Ogre Minions, then they'd have 4-5 HP each and deal 1 damage each. However, if we have 59 Ogre Minions, then they'd have 1 HP each and deal... would it still be 1 damage each?</p><p></p><p>For playability I love the idea of not having to track minion hit points – after all, that's a huge part of the appeal for a DMing using minions. However, logic seems to dictate that the monster's damage should inform the limit on the number of minions that can be part of a group...</p><p></p><p><strong>Minions Opportunity Attacks & Saves</strong></p><p>Do you have minions take reaction opp. attacks? I'm assuming the answer is no, in order to speed up play. Which means that minions shouldn't be used in scenarios that rely on battlefield control via threat of getting opportunity attacked.</p><p></p><p>And do you have them roll saving throws? I'm assuming the answer is yes, and you handle minion saves as a group whenever possible. However, then that opens up the can of worms that the optimum way to deal with minions is to use effects that force saving throws, since saving throws don't risk the possibility of minion counterattacking (which is restricted to attack rolls). Is that intentional design or a side effect?</p><p></p><p><strong>Pacifist PCs Walk Through Unharmed</strong></p><p>If I'm understanding your system right – that minions only harm PCs based on the PCs making low attack rolls – then it sounds like if the PCs make <em>no attack rolls, </em>then the minions have no way to affect them? Because it sure sounds like a group of PCs could look at a pack of ghoul minions in loose formation, think back to the mechanics of their last minion fight against goblins, say "screw this", refrain from attacking any ghouls and walk through them unmolested?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7945565, member: 20323"] Interesting. A couple clarifying questions: [B]Relies on Players Tracking Monster AC[/B] In order for players to quickly evaluate the degree to which their attack succeeds/fails, they need to know the target number they're rolling for. To handle this efficiently at the table without play slowing down a lot, this means the players need to maintain awareness of monster AC. In my experience, most players resist remembering monster AC. Even when I've had the monster AC clearly displayed in big font on tent cards hanging over the front of my DM screen, I would regularly have players ask "So I got a 15...do I hit the ogre?" What were your playtest experiences with this? [B]Limit on Numbers[/B] Is there a limit to the number of minions that can be in a group? For example, take an ogre with 59 HP and a great club that deals 13 damage. If we have 13 Ogre Minions, then they'd have 4-5 HP each and deal 1 damage each. However, if we have 59 Ogre Minions, then they'd have 1 HP each and deal... would it still be 1 damage each? For playability I love the idea of not having to track minion hit points – after all, that's a huge part of the appeal for a DMing using minions. However, logic seems to dictate that the monster's damage should inform the limit on the number of minions that can be part of a group... [B]Minions Opportunity Attacks & Saves[/B] Do you have minions take reaction opp. attacks? I'm assuming the answer is no, in order to speed up play. Which means that minions shouldn't be used in scenarios that rely on battlefield control via threat of getting opportunity attacked. And do you have them roll saving throws? I'm assuming the answer is yes, and you handle minion saves as a group whenever possible. However, then that opens up the can of worms that the optimum way to deal with minions is to use effects that force saving throws, since saving throws don't risk the possibility of minion counterattacking (which is restricted to attack rolls). Is that intentional design or a side effect? [B]Pacifist PCs Walk Through Unharmed[/B] If I'm understanding your system right – that minions only harm PCs based on the PCs making low attack rolls – then it sounds like if the PCs make [I]no attack rolls, [/I]then the minions have no way to affect them? Because it sure sounds like a group of PCs could look at a pack of ghoul minions in loose formation, think back to the mechanics of their last minion fight against goblins, say "screw this", refrain from attacking any ghouls and walk through them unmolested? [/QUOTE]
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