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General Tabletop Discussion
*Pathfinder & Starfinder
Minions require attack roll to be killed
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<blockquote data-quote="Praesul" data-source="post: 4484784" data-attributes="member: 66725"><p>I think minions work exceptionally well as is for their intended purpose. They are supposed to either fill in the corners of an otherwise normal encounter or act as a large mass of meat-shields for the real meat of an encounter. Making any changes to when and how minions die is really going to alter the difficulty of an encounter where they are used.</p><p></p><p>I recently ran an encounter with many kobolds including a lot of kobold minions and a kobold wyrmpriest. The wyrmpriest has an ability which gives all kobolds in a certain area temporary HP. So all the minions suddenly had 5 or 6 hp instead of the insta-kill effect (because that's what the rules say to do for minions with temporary HP). This made the fight a lot more challenging than it would have been otherwise, and if it happened every time the party encountered minions eventually something would fall apart in the design.</p><p></p><p>Personally, I think the following is a much more reasonable answer than drastically altering the rules of the game. If you don't like minions as they are written don't use them. There are pleny of other creatures in the MM which are not minions, make use of them instead. Minions are designed for a special purpose, if you do not want to make use of that rule-set, don't. Nobody is forcing you to build encounters with minions. If you're using an adventure designed by someone else, then you're on your own I guess.</p><p></p><p>In the end, to each his own, but I think minions work perfectly as is and changing them, as stated above, would be a huge nerf to certain classes and abilities.</p></blockquote><p></p>
[QUOTE="Praesul, post: 4484784, member: 66725"] I think minions work exceptionally well as is for their intended purpose. They are supposed to either fill in the corners of an otherwise normal encounter or act as a large mass of meat-shields for the real meat of an encounter. Making any changes to when and how minions die is really going to alter the difficulty of an encounter where they are used. I recently ran an encounter with many kobolds including a lot of kobold minions and a kobold wyrmpriest. The wyrmpriest has an ability which gives all kobolds in a certain area temporary HP. So all the minions suddenly had 5 or 6 hp instead of the insta-kill effect (because that's what the rules say to do for minions with temporary HP). This made the fight a lot more challenging than it would have been otherwise, and if it happened every time the party encountered minions eventually something would fall apart in the design. Personally, I think the following is a much more reasonable answer than drastically altering the rules of the game. If you don't like minions as they are written don't use them. There are pleny of other creatures in the MM which are not minions, make use of them instead. Minions are designed for a special purpose, if you do not want to make use of that rule-set, don't. Nobody is forcing you to build encounters with minions. If you're using an adventure designed by someone else, then you're on your own I guess. In the end, to each his own, but I think minions work perfectly as is and changing them, as stated above, would be a huge nerf to certain classes and abilities. [/QUOTE]
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Minions require attack roll to be killed
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