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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 4232968" data-attributes="member: 4129"><p><strong>7th Sea and the Minion</strong></p><p></p><p>As a 7th Sea player, the idea of Minions is not new to me. In that game, they were brute squads and functioned very similar to how Minions will work in 4E. The big differences were</p><p></p><ul> <li data-xf-list-type="ul">Brute Squads attack all at once not as individual members</li> <li data-xf-list-type="ul">Brute Squads became less effective as you killed off members of the squad</li> <li data-xf-list-type="ul">Brute Squads could aid Villains and Henchmen, making them more powerful</li> <li data-xf-list-type="ul">Brute Squad members had no health, any successful attack knocked them out</li> </ul><p></p><p>For the high adventure world of Thea, Brute Squads worked very well. They wonderfully filled the roll of ships' crew, evil warehouse workers, regular army units, and street gangs. When you stumbled upon the brute's leader though, that's when the stakes were raised.</p><p></p><p>Because of the tactic grid based combat of 4E, it would be impossible to have groups of minions outside of swarms. Thus each minion, to work in the game's combat engine, needs to be an individual capable of making individual actions. This allows Minions and non-Minions to mix on the combat field and not be completely known. Sure, most of the orcs are Minions, but when you stumble upon the orc that smiles sadistically when you slice him with your sword, you know your in for a fight.</p><p></p><p>I think this is a great change for DnD and one I intend to fully embrace to provide great fun and excitement for games I DM.</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 4232968, member: 4129"] [b]7th Sea and the Minion[/b] As a 7th Sea player, the idea of Minions is not new to me. In that game, they were brute squads and functioned very similar to how Minions will work in 4E. The big differences were [list] [*]Brute Squads attack all at once not as individual members [*]Brute Squads became less effective as you killed off members of the squad [*]Brute Squads could aid Villains and Henchmen, making them more powerful [*]Brute Squad members had no health, any successful attack knocked them out [/list] For the high adventure world of Thea, Brute Squads worked very well. They wonderfully filled the roll of ships' crew, evil warehouse workers, regular army units, and street gangs. When you stumbled upon the brute's leader though, that's when the stakes were raised. Because of the tactic grid based combat of 4E, it would be impossible to have groups of minions outside of swarms. Thus each minion, to work in the game's combat engine, needs to be an individual capable of making individual actions. This allows Minions and non-Minions to mix on the combat field and not be completely known. Sure, most of the orcs are Minions, but when you stumble upon the orc that smiles sadistically when you slice him with your sword, you know your in for a fight. I think this is a great change for DnD and one I intend to fully embrace to provide great fun and excitement for games I DM. [/QUOTE]
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