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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minions & PC Powers that have auto damage
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<blockquote data-quote="Aegeri" data-source="post: 5277560" data-attributes="member: 78116"><p>Essentially. Killing all the minions at once either meant they needed to use forced movement to move them away or some other method (isolating them elsewhere). </p><p></p><p></p><p>Daemonic Fury; No Action; When reduced to 0 HP; Encounter</p><p>Close burst 3; Targets an allied elemental or daemon within the burst</p><p>The creature gains a +3 bonus to attack and damage rolls until the end of its next turn. Multiple Daemonic Fury bonuses stack.</p><p></p><p>Creatures were arranged close together, so they were within the close blast 3 of the Marilith. Basically perfect bait and meant the minions - by dying - enabled an enormously powerful first turn for the daemons. </p><p></p><p></p><p></p><p>Makes them think twice about automatic damage. For example, the rogue is running around deliberately provoking an OA to autokill minions. If the minions do something nasty on dying, as is common with MM2 minions and above, it makes this a completely silly tactic. Especially if they deal automatic damage or boost their allies with their death. </p><p></p><p>You don't need fancy houserules to make minions relevant. Just power design and making sure the encounter makes killing them off trivially with automatic damage a tough decision. In the above encounter, the PCs had to isolate the minions or keep the actual monsters away from them. Just trivially blasting them to bits with automatic damage was a very poor strategy - it meant the Marilith gained a massive bonus and tore them to shreds on her turn. As such, minions get treated with a bit more respect than "lol autodamage makes them irrelevant". They even draw arcana, dungeoneering and nature checks before slaying to make sure they won't do anything nasty on death.</p><p></p><p>Basically if something is intended to die, make that death important and it becomes a relevant part of the encounter.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5277560, member: 78116"] Essentially. Killing all the minions at once either meant they needed to use forced movement to move them away or some other method (isolating them elsewhere). Daemonic Fury; No Action; When reduced to 0 HP; Encounter Close burst 3; Targets an allied elemental or daemon within the burst The creature gains a +3 bonus to attack and damage rolls until the end of its next turn. Multiple Daemonic Fury bonuses stack. Creatures were arranged close together, so they were within the close blast 3 of the Marilith. Basically perfect bait and meant the minions - by dying - enabled an enormously powerful first turn for the daemons. Makes them think twice about automatic damage. For example, the rogue is running around deliberately provoking an OA to autokill minions. If the minions do something nasty on dying, as is common with MM2 minions and above, it makes this a completely silly tactic. Especially if they deal automatic damage or boost their allies with their death. You don't need fancy houserules to make minions relevant. Just power design and making sure the encounter makes killing them off trivially with automatic damage a tough decision. In the above encounter, the PCs had to isolate the minions or keep the actual monsters away from them. Just trivially blasting them to bits with automatic damage was a very poor strategy - it meant the Marilith gained a massive bonus and tore them to shreds on her turn. As such, minions get treated with a bit more respect than "lol autodamage makes them irrelevant". They even draw arcana, dungeoneering and nature checks before slaying to make sure they won't do anything nasty on death. Basically if something is intended to die, make that death important and it becomes a relevant part of the encounter. [/QUOTE]
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Minions & PC Powers that have auto damage
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