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General Tabletop Discussion
*Pathfinder & Starfinder
Minions & PC Powers that have auto damage
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<blockquote data-quote="Connorsrpg" data-source="post: 5277503" data-attributes="member: 19265"><p>I too thought that 'secondary damage' should not take out minions in one go, but have since thought better of changing rules.</p><p></p><p>As pointed out by others I agree: minions are minions - they are supposed to go down easily (note I didn't say die - see below); use more of them; don't nerf powers - downing foes/minions in one hit is probably why the players chose those powers.</p><p></p><p>I still have a slight problem with the 'main' enemy standing up to the hit of a sword and surrounding enemies (read minions) dropping due to secondary damage. This is NOT a game/rule problem to me - more a 'visual' concern. Hence I see no need to change the rules. Instead I have changed the way I view hps, especially with minions.</p><p></p><p>I don't always describe minions as dead - simply out of the fight (but indicate to players they are out). So the cleave may follow through and wreck a minion's leg - it spends the next few rounds rolling around in pain and if ignored eventually passes out. They can be KOed, run, in pain, badly hurt, etc.</p><p></p><p>This also came up with a fireball, where a friend Dm described some hobgoblin targets as burnt to a crisp and some unhurt. After a conversation re this we decided on better ways to 'describe injuries to minions'. The others should have also been burt, but just wounded like any other creature taking hps (only the stats don't change, though I would imagine making them bloodied would be cool. I'd rather boost player's choices, than take away from them. There are so many powers they have neglected to take these minion-downing powers).</p><p></p><p>Just some thoughts...but note that my thoughts also went full circle before arriving here too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5277503, member: 19265"] I too thought that 'secondary damage' should not take out minions in one go, but have since thought better of changing rules. As pointed out by others I agree: minions are minions - they are supposed to go down easily (note I didn't say die - see below); use more of them; don't nerf powers - downing foes/minions in one hit is probably why the players chose those powers. I still have a slight problem with the 'main' enemy standing up to the hit of a sword and surrounding enemies (read minions) dropping due to secondary damage. This is NOT a game/rule problem to me - more a 'visual' concern. Hence I see no need to change the rules. Instead I have changed the way I view hps, especially with minions. I don't always describe minions as dead - simply out of the fight (but indicate to players they are out). So the cleave may follow through and wreck a minion's leg - it spends the next few rounds rolling around in pain and if ignored eventually passes out. They can be KOed, run, in pain, badly hurt, etc. This also came up with a fireball, where a friend Dm described some hobgoblin targets as burnt to a crisp and some unhurt. After a conversation re this we decided on better ways to 'describe injuries to minions'. The others should have also been burt, but just wounded like any other creature taking hps (only the stats don't change, though I would imagine making them bloodied would be cool. I'd rather boost player's choices, than take away from them. There are so many powers they have neglected to take these minion-downing powers). Just some thoughts...but note that my thoughts also went full circle before arriving here too ;). [/QUOTE]
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Minions & PC Powers that have auto damage
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