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Minion revision
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<blockquote data-quote="RangerWickett" data-source="post: 4823225" data-attributes="member: 63"><p>In my game, we use a slightly modified minion system which makes them a tiny bit beefier, while still letting you avoid tracking hit points. We had a problem with monsters, especially at paragon level or higher, dying to dinky auras, or to things like a pact dagger (which deals a few points of damage against a creature that misses you). </p><p></p><p>Our logic was, a normal monster usually takes 3 to 5 attacks to kill, and a minion is supposed to be 1/4 of a normal monster, so you should normally have to make an attack to kill a minion, not just dissolve them with a piddly 1 point of damage. Also, minions aren't really supposed to be waifs that crack at any injury -- a minion orc warrior ought to be able to jump off a 10-ft. ledge without dying. It's just that they're easy for the PCs to kill</p><p></p><p>Here's the system we use. If you have a better suggestion, I'd love to hear it.</p><p></p><p><strong>Minion Revision 1</strong></p><p>Instead of having 1 hit point, a minion has HP equal to 5 + its level. But you don't track individual damage. Instead, every minion has three states - fine, bloodied, and dead (or unconscious). </p><p></p><p>Whenever damage is dealt to an unbloodied minion, if it is enough to kill it, it's dead. If the damage is more than its bloodied value, but not enough to kill it, it ends up bloodied. If the damage is less than its bloodied value, it ignores that damage. That damage is 'not narratively significant.'</p><p></p><p>Whenever damage is dealt to a bloodied minion, it dies. </p><p></p><p>We get rid of the rule that a miss never deals damage to a minion. Effects that trigger off of bloodying a foe (like certain bard powers), don't trigger off bloodying a minion. </p><p></p><p>The overall result is that minions are still easy to kill, and though they require a teeny tiny bit more effort to keep track of, they don't become utterly inconsequential at high level.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4823225, member: 63"] In my game, we use a slightly modified minion system which makes them a tiny bit beefier, while still letting you avoid tracking hit points. We had a problem with monsters, especially at paragon level or higher, dying to dinky auras, or to things like a pact dagger (which deals a few points of damage against a creature that misses you). Our logic was, a normal monster usually takes 3 to 5 attacks to kill, and a minion is supposed to be 1/4 of a normal monster, so you should normally have to make an attack to kill a minion, not just dissolve them with a piddly 1 point of damage. Also, minions aren't really supposed to be waifs that crack at any injury -- a minion orc warrior ought to be able to jump off a 10-ft. ledge without dying. It's just that they're easy for the PCs to kill Here's the system we use. If you have a better suggestion, I'd love to hear it. [b]Minion Revision 1[/b] Instead of having 1 hit point, a minion has HP equal to 5 + its level. But you don't track individual damage. Instead, every minion has three states - fine, bloodied, and dead (or unconscious). Whenever damage is dealt to an unbloodied minion, if it is enough to kill it, it's dead. If the damage is more than its bloodied value, but not enough to kill it, it ends up bloodied. If the damage is less than its bloodied value, it ignores that damage. That damage is 'not narratively significant.' Whenever damage is dealt to a bloodied minion, it dies. We get rid of the rule that a miss never deals damage to a minion. Effects that trigger off of bloodying a foe (like certain bard powers), don't trigger off bloodying a minion. The overall result is that minions are still easy to kill, and though they require a teeny tiny bit more effort to keep track of, they don't become utterly inconsequential at high level. [/QUOTE]
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