Minion critical hits

Also note that it is commonly accepted game theory that adding an element of randomness to the game weakens the players while removing an element of randomness from the game strengthens the players. You are proposing to add an element of randomness to the game. I would go a step further and say you are proposing to add an element of randomness which benefits only the NPCs. This unequivocally disrupts game balance against the players. It might have some unintended consequences. Just be aware of that. Make small changes at first. If that seems fine but you'd still like to press things a bit further, make another small change. Do it incrementally. Start by adding 1 point of damage on a minion crit. Play with that rule for a couple months. If that doesn't seem to be hurting things, perhaps make it 2 points of damage. After another couple months if that doesn't seem to be hurting things, maybe then you can make it 1d6.
 

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[MENTION=12460]airwalkrr[/MENTION]: I appreciate your concern and your thoughts. Yes, this unequivocally increases the power level of monsters without increasing the power level of the PCs. That's sort of the point of this change.

I've run minions doing double damage on critical hits for several months. It's a little more brutal than I really want, so I'm experimenting with a little extra damage (a variable between 1 and the minion's static damage) instead of the full doubling.
 


If you want to be really nasty, and approach it more from a narrative angel:

Minions don't crit. Therefore, any "minion" that rolls a crit was never a minion". Swap it with a non-minion nearby, and the other creature becomes the minion. If there aren't any non-minions left, give the minion full hit points for its level.

The corresponding rule for player crits on minions would be, that minions don't get critted. Therefore, any "minion" that gets hit with a crit is also swapped for a non-minion. You went to swing for the "minion" kobold, but on the backswing, you put your sword into the leg of the tougher one behind you. :p
 

If you want to be really nasty, and approach it more from a narrative angel:

Minions don't crit. Therefore, any "minion" that rolls a crit was never a minion". Swap it with a non-minion nearby, and the other creature becomes the minion. If there aren't any non-minions left, give the minion full hit points for its level.

The corresponding rule for player crits on minions would be, that minions don't get critted. Therefore, any "minion" that gets hit with a crit is also swapped for a non-minion. You went to swing for the "minion" kobold, but on the backswing, you put your sword into the leg of the tougher one behind you. :p

I think the "minions don't crit" rule is awesome. I don't like the second one - I'd much prefer to say that minions who get critted die in such a spectacular way that it causes secondary damage: ie - a crit on a minion kills a second minion with no reference to range or hittability.

"Splat! The minions head flies clean off, bounces off the wall and takes out that second minion that was cowering behind cover".

Overall - a minion critting roughly quadruples the power of the minion. A player critting a minion roughly halves the power of two minions. It pulls roughly even if you assume that players will have extra ways to crit (more attacks, increased crit range, rerolls etc).
 

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