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Minions and hps
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<blockquote data-quote="cbbakke" data-source="post: 4477369" data-attributes="member: 72549"><p>Trog warrior minion level 12 pg 252</p><p>Viscera devouerer level 12 controler pg 68</p><p>foulspawn hulk level 12 brute pg 113</p><p> </p><p>monster EXP AC Fort Ref WILL hps</p><p>Trogs 175 25 25 22 21 1</p><p>Devouerer 700 28 26 23 22 124</p><p>Fouls hulk 700 24 27 22 22 150</p><p> </p><p>I just randomly picked a few mobs to show the stat difference. </p><p> </p><p>4 minions is worth 1 mob as far as exp given. </p><p> </p><p><u>Using NPCS smartly solution</u></p><p> </p><p>As a GM we need to try to use all mobs as smart as the mobs or as close as we can. Zombies charge closest flesh. Drow look for their own safety first. a troll slayer charges the largest foe etc etc.</p><p> </p><p>sure every encounter I could come up wtih a master plan to screw teh party and have all minions spread out and use range combat to make it suck for the party but not every encounter should be like that. Ogere minions arent useable then. </p><p> </p><p><u>HP threshold would mess up AOE spells</u></p><p> </p><p>I think this is the core of the balancing issue. If a level 12 brute minion for example would have 9 hps for threshold 1/2 level +3.</p><p> </p><p>Meaning a caster using the spell used above for an example would kill a little over half the minions he hit. the fighter power would kill slightly less.</p><p> </p><p>Using 1/2 level plus + CON mod (which would be 5) it would have 11 hps. Which would mean that the mage and warrior would kill far less of the mobs. The hard thing though is adding con mod makes more logical sense in many ways.</p><p> </p><p>The other issue is a system that works at mobs of all levels. </p><p> </p><p>my system would struggle at really low levels. a level 2 minions would have 4 hps so anybody who hit it would kill it (assuming they have +3 in their primary stat) which would lean more towrd the CON mod</p></blockquote><p></p>
[QUOTE="cbbakke, post: 4477369, member: 72549"] Trog warrior minion level 12 pg 252 Viscera devouerer level 12 controler pg 68 foulspawn hulk level 12 brute pg 113 monster EXP AC Fort Ref WILL hps Trogs 175 25 25 22 21 1 Devouerer 700 28 26 23 22 124 Fouls hulk 700 24 27 22 22 150 I just randomly picked a few mobs to show the stat difference. 4 minions is worth 1 mob as far as exp given. [U]Using NPCS smartly solution[/U] As a GM we need to try to use all mobs as smart as the mobs or as close as we can. Zombies charge closest flesh. Drow look for their own safety first. a troll slayer charges the largest foe etc etc. sure every encounter I could come up wtih a master plan to screw teh party and have all minions spread out and use range combat to make it suck for the party but not every encounter should be like that. Ogere minions arent useable then. [U]HP threshold would mess up AOE spells[/U] I think this is the core of the balancing issue. If a level 12 brute minion for example would have 9 hps for threshold 1/2 level +3. Meaning a caster using the spell used above for an example would kill a little over half the minions he hit. the fighter power would kill slightly less. Using 1/2 level plus + CON mod (which would be 5) it would have 11 hps. Which would mean that the mage and warrior would kill far less of the mobs. The hard thing though is adding con mod makes more logical sense in many ways. The other issue is a system that works at mobs of all levels. my system would struggle at really low levels. a level 2 minions would have 4 hps so anybody who hit it would kill it (assuming they have +3 in their primary stat) which would lean more towrd the CON mod [/QUOTE]
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