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*Pathfinder & Starfinder
Minion Death Modification
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<blockquote data-quote="Syrsuro" data-source="post: 4412947" data-attributes="member: 58162"><p><em>What complexity. </em>Don't you use a visible marker on (or under) the miniature for bloodied? If so, you just drop a bloodied marker on the miniature and you are done. No recording on paper, just bloody it and go on. (And if you aren't using a visible marker for bloodied, I think its worth trying).</p><p> </p><p>I've been doing this for awhile now and I think that bloodied minions are such an obvious idea that I don't know why they didn't make it the default rule. Any attack that misses and 'does damage' or any attack that does less than some threshold value (still in testing, but somewhere around 5+level at present) will bloody them rather than killing them. And any damage to an already bloodied minion kills it. This lets them stick around with almost no additional complexity and no hit point tracking, and yet still leaves them as mooks to be swept out of the way.</p><p> </p><p></p><p>I haven't tried this, as none of my minions have had any temporary hit points yet. I'll give this some thought. But it seems like upping their defense a bit would make more sense, as it would improve their defense (which is what more hp represents) rather than upping their offense (which is what more damage would do). Maybe a +1 to all defenses if they have 'temporary hit points'.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4412947, member: 58162"] [I]What complexity. [/I]Don't you use a visible marker on (or under) the miniature for bloodied? If so, you just drop a bloodied marker on the miniature and you are done. No recording on paper, just bloody it and go on. (And if you aren't using a visible marker for bloodied, I think its worth trying). I've been doing this for awhile now and I think that bloodied minions are such an obvious idea that I don't know why they didn't make it the default rule. Any attack that misses and 'does damage' or any attack that does less than some threshold value (still in testing, but somewhere around 5+level at present) will bloody them rather than killing them. And any damage to an already bloodied minion kills it. This lets them stick around with almost no additional complexity and no hit point tracking, and yet still leaves them as mooks to be swept out of the way. I haven't tried this, as none of my minions have had any temporary hit points yet. I'll give this some thought. But it seems like upping their defense a bit would make more sense, as it would improve their defense (which is what more hp represents) rather than upping their offense (which is what more damage would do). Maybe a +1 to all defenses if they have 'temporary hit points'. Carl [/QUOTE]
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