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Minions and cleave optional rule dmg 5e?
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<blockquote data-quote="Garthanos" data-source="post: 7947909" data-attributes="member: 82504"><p>The side effect of huge amounts of hit points being skill. Picture this ... they are out classed and fight differently because of it.</p><p>A minion is already in over their head their desperate attacks in order to even have a chance leave them seriously open if we weren't using a system with advancing hit point picture taking the desperate defense as doubling how much damage you deal if you succeed but improving their defenses by a chunk. These things open them up another so double the effectiveness of your retaliation. The combined effect is better to hit and better defense but they take 4x damage when hit.</p><p>You can make that half as much if you note that when they are defeated they are often actually utterly demoralized not dead they know how much they are pushing it and I treat them as already bloodied any way. Now on top of that assume that a significant number of times they are hit by even a small amount they flee quitting the fight after they get hit. Make that a save in 5e land because the first hit really hits home they are truly over their head. Which with the number of things which trigger off of bloodied means that works even better in 4e. Intimidating them to quit the fight become a very real choice as per the intimidate skill even without hitting them.</p><p></p><p>Not thinking that is clear or if I over expressed lol but I cannot english today</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7947909, member: 82504"] The side effect of huge amounts of hit points being skill. Picture this ... they are out classed and fight differently because of it. A minion is already in over their head their desperate attacks in order to even have a chance leave them seriously open if we weren't using a system with advancing hit point picture taking the desperate defense as doubling how much damage you deal if you succeed but improving their defenses by a chunk. These things open them up another so double the effectiveness of your retaliation. The combined effect is better to hit and better defense but they take 4x damage when hit. You can make that half as much if you note that when they are defeated they are often actually utterly demoralized not dead they know how much they are pushing it and I treat them as already bloodied any way. Now on top of that assume that a significant number of times they are hit by even a small amount they flee quitting the fight after they get hit. Make that a save in 5e land because the first hit really hits home they are truly over their head. Which with the number of things which trigger off of bloodied means that works even better in 4e. Intimidating them to quit the fight become a very real choice as per the intimidate skill even without hitting them. Not thinking that is clear or if I over expressed lol but I cannot english today [/QUOTE]
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