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Minion House Rules
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<blockquote data-quote="Firebeetle" data-source="post: 4674288" data-attributes="member: 34506"><p>I really like the OP's system. I'm a big fan of minions as is. I use them constantly, mixing them with regular troops. The players never know when something is a minion or not. I have also started switching creatures into minions mid-battle to avoid grindage. If a critter is bloodied, I make it a minion after the 5th round or so. </p><p></p><p>This lessens XP, but that means more encounters to throw at my players later to pursue individual storylines (right now the three dragonborn brothers are tracking their heritage (woe betide them when they discover it is their ancestor who was the infamous "Betrayer"), the tiefling Raven Queen paladin is hunting the ancient and evil Reincarnators, the eladrin wizard is establishing his ancestral home, and the rogue is searching for the bandits that rival his guild (nor realizing it is his guild that is seriously evil yet.)) (that was a lot for paranthesis, wasn't it?)</p><p></p><p>However, I do like this system. I would make it Toughness = minion level + Con for simplicity. No need to add 5 to that. I might make "Tough Minions" worth more XP (4:1 ratio instead of 5:1?) to represent this change. Should really throw the players and still keeps things really simple.</p></blockquote><p></p>
[QUOTE="Firebeetle, post: 4674288, member: 34506"] I really like the OP's system. I'm a big fan of minions as is. I use them constantly, mixing them with regular troops. The players never know when something is a minion or not. I have also started switching creatures into minions mid-battle to avoid grindage. If a critter is bloodied, I make it a minion after the 5th round or so. This lessens XP, but that means more encounters to throw at my players later to pursue individual storylines (right now the three dragonborn brothers are tracking their heritage (woe betide them when they discover it is their ancestor who was the infamous "Betrayer"), the tiefling Raven Queen paladin is hunting the ancient and evil Reincarnators, the eladrin wizard is establishing his ancestral home, and the rogue is searching for the bandits that rival his guild (nor realizing it is his guild that is seriously evil yet.)) (that was a lot for paranthesis, wasn't it?) However, I do like this system. I would make it Toughness = minion level + Con for simplicity. No need to add 5 to that. I might make "Tough Minions" worth more XP (4:1 ratio instead of 5:1?) to represent this change. Should really throw the players and still keeps things really simple. [/QUOTE]
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