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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minions and hps
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<blockquote data-quote="Mengu" data-source="post: 4482590" data-attributes="member: 65726"><p>I've done a few high level trial runs, and I didn't notice minions being useless to be a problem. But then again, I didn't use zounds of them. I put 4 to 8 in an encounter, and fully expect them to be dispatched easily. But I can see where you guys are coming from. Dragonborns and Warlocks killing minions as minor action, and a number of daily/encounter powers killing them as minor or no actions does make the minion a bit pointless.</p><p> </p><p>For my low level game this hasn't become a problem yet, but I'll be paying attention. I was fully intending to make some minions more resilient. For instance I made the following modification to Zombies:</p><p> </p><p>When a Zombie Minion would normally be destroyed, they are instead knocked down. If they take any damage while knocked down, they are destroyed. Otherwise they make a saving throw on their turn. If they fail, they twitch one final time, attack an adjacent target while prone, and they die. If they succeed, they act normally.</p><p> </p><p>Similar modifications could be made to minions, even on a per encounter basis. For instance for one encounter where there are 4 Ogre Thugs, I could use Keterys's solution, and the next encounter when there are 16 Ogre Thugs, I could use a damage threshold. If the Wizard and the Dragonborn's players didn't make it to the game that day, and their characters stayed back at the camp, those 16 Ogre Thugs would be downgraded to their normal selves on the fly.</p><p> </p><p>4e gives us all these cool tools to make encounters interesting. Minions are just one of those tools. If they work as is, great. If not, I make them work.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4482590, member: 65726"] I've done a few high level trial runs, and I didn't notice minions being useless to be a problem. But then again, I didn't use zounds of them. I put 4 to 8 in an encounter, and fully expect them to be dispatched easily. But I can see where you guys are coming from. Dragonborns and Warlocks killing minions as minor action, and a number of daily/encounter powers killing them as minor or no actions does make the minion a bit pointless. For my low level game this hasn't become a problem yet, but I'll be paying attention. I was fully intending to make some minions more resilient. For instance I made the following modification to Zombies: When a Zombie Minion would normally be destroyed, they are instead knocked down. If they take any damage while knocked down, they are destroyed. Otherwise they make a saving throw on their turn. If they fail, they twitch one final time, attack an adjacent target while prone, and they die. If they succeed, they act normally. Similar modifications could be made to minions, even on a per encounter basis. For instance for one encounter where there are 4 Ogre Thugs, I could use Keterys's solution, and the next encounter when there are 16 Ogre Thugs, I could use a damage threshold. If the Wizard and the Dragonborn's players didn't make it to the game that day, and their characters stayed back at the camp, those 16 Ogre Thugs would be downgraded to their normal selves on the fly. 4e gives us all these cool tools to make encounters interesting. Minions are just one of those tools. If they work as is, great. If not, I make them work. [/QUOTE]
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