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General Tabletop Discussion
*Dungeons & Dragons
Minion NPCs for Paragon Tier Campaign
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<blockquote data-quote="S'mon" data-source="post: 6066595" data-attributes="member: 463"><p>Thanks for the comments.</p><p></p><p>I always think that human Minions make more sense at Paragon than at Heroic Tier, where Minion status only makes sense for untrained rabble, large rats and such. Depends a lot on campaign level demographics though; my Forgotten Realms game based on the FRCG has humans across all 3 Tiers (eg Shadovar Shadow Knights make 22nd level minions), whereas an Heroic-Tier-only setting would be statted very differently.</p><p></p><p>The minions above are the following standard monsters converted to minions 8 levels higher, keeping the same XP value:</p><p></p><p>Human Bandit Skirmisher-2</p><p>Human Guard Soldier-3</p><p>Zhent Soldier Soldier-5</p><p>Human Cavalier Soldier-7 (Leader) </p><p></p><p>I definitely don't want Soldier minions Marking, it's a trivial status effect that requires tracking. I'm keen to minimise the need for tracking effects. The knight's ability to draw attacks aimed at adjacent allies works well for a 'defender minion', though. </p><p>Immobilise seems a reasonable ability for a critical hit, but unless the minion has a lasso or net I'd probably prefer Slowed. Knocking Prone has a similar effect anyway, as potentially does Push 1 & Daze, since you can't charge 1 square.</p><p>In general I don't think minions need to draw fire from the boss; since they have relatively high damage output plus low survivability it usually makes sense for the PCs to kill them first, anyway.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6066595, member: 463"] Thanks for the comments. I always think that human Minions make more sense at Paragon than at Heroic Tier, where Minion status only makes sense for untrained rabble, large rats and such. Depends a lot on campaign level demographics though; my Forgotten Realms game based on the FRCG has humans across all 3 Tiers (eg Shadovar Shadow Knights make 22nd level minions), whereas an Heroic-Tier-only setting would be statted very differently. The minions above are the following standard monsters converted to minions 8 levels higher, keeping the same XP value: Human Bandit Skirmisher-2 Human Guard Soldier-3 Zhent Soldier Soldier-5 Human Cavalier Soldier-7 (Leader) I definitely don't want Soldier minions Marking, it's a trivial status effect that requires tracking. I'm keen to minimise the need for tracking effects. The knight's ability to draw attacks aimed at adjacent allies works well for a 'defender minion', though. Immobilise seems a reasonable ability for a critical hit, but unless the minion has a lasso or net I'd probably prefer Slowed. Knocking Prone has a similar effect anyway, as potentially does Push 1 & Daze, since you can't charge 1 square. In general I don't think minions need to draw fire from the boss; since they have relatively high damage output plus low survivability it usually makes sense for the PCs to kill them first, anyway. [/QUOTE]
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Minion NPCs for Paragon Tier Campaign
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