Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minions require attack roll to be killed
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="keterys" data-source="post: 4484845" data-attributes="member: 43019"><p>Unfortunately, minions do have an XP value so there _is_ a balance metric for how much effort they should take to kill, and many of the things I mentioned do not take standard actions.</p><p></p><p>Now, that does bring up one other option - drastically decrease the XP cost of minions as you move up in tier. Unfortunately, that favors ranged minions far more than melee minions and can lead to unbalanced situations where certain groups are still _far_ better at killing minions with automatic damage than some who aren't. Oops.</p><p></p><p>Indeed - the problem becomes when they don't require those actions or increase the challenge sufficiently in the face of certain tactics.</p><p></p><p>For example, let's take Tempest Whetstones which are mostly fine _except_ when you consider minions. They're a minor to apply, last the entire encounter, and are effectively free starting in Paragon and Epic tier. They deal 2 damage to all targets within 2 squares of any creature you hit automatically.</p><p></p><p>So a twin strike archer ranger can be killing all minions with 2 squares of any other target, automatically. Similarly, the cursing warlock can use a +1 rod of reaving in his off hand (again, effectively free in Paragon tier) to kill all minions he curses, and two-fold curse means he can potentially kill two minions every turn. He can even do this while still blasting a different cursed target. If he's a feytouched warlock, with slashing wake he can also be killing every adjacent minion when he curses any minion as a free action.</p><p></p><p>These abilities I'm mentioning weren't designed to kill minions - they were designed to add cool effects and extra damage to characters, but they unintentionally _destroy_ minions. In fact, in the original minion rules we saw at DDXP, it required a hit to kill a minion (they were immune to auto damage), so it may well be that they were _really_ not designed with automatic damage in mind at all since all of these items and abilities were at least drafted by DDXP.</p><p></p><p>Exactly - that's why I was suggesting not to just make it a pure nerf. My players genuinely dislike that minions are immune to half miss abilities, and some think it's cheap that automatic damage just kills them. I agree, so my proposal works for my game since I think tracking bloodied is easier than tracking temp hp or rolling saves. For others, not so much. Oh well.</p></blockquote><p></p>
[QUOTE="keterys, post: 4484845, member: 43019"] Unfortunately, minions do have an XP value so there _is_ a balance metric for how much effort they should take to kill, and many of the things I mentioned do not take standard actions. Now, that does bring up one other option - drastically decrease the XP cost of minions as you move up in tier. Unfortunately, that favors ranged minions far more than melee minions and can lead to unbalanced situations where certain groups are still _far_ better at killing minions with automatic damage than some who aren't. Oops. Indeed - the problem becomes when they don't require those actions or increase the challenge sufficiently in the face of certain tactics. For example, let's take Tempest Whetstones which are mostly fine _except_ when you consider minions. They're a minor to apply, last the entire encounter, and are effectively free starting in Paragon and Epic tier. They deal 2 damage to all targets within 2 squares of any creature you hit automatically. So a twin strike archer ranger can be killing all minions with 2 squares of any other target, automatically. Similarly, the cursing warlock can use a +1 rod of reaving in his off hand (again, effectively free in Paragon tier) to kill all minions he curses, and two-fold curse means he can potentially kill two minions every turn. He can even do this while still blasting a different cursed target. If he's a feytouched warlock, with slashing wake he can also be killing every adjacent minion when he curses any minion as a free action. These abilities I'm mentioning weren't designed to kill minions - they were designed to add cool effects and extra damage to characters, but they unintentionally _destroy_ minions. In fact, in the original minion rules we saw at DDXP, it required a hit to kill a minion (they were immune to auto damage), so it may well be that they were _really_ not designed with automatic damage in mind at all since all of these items and abilities were at least drafted by DDXP. Exactly - that's why I was suggesting not to just make it a pure nerf. My players genuinely dislike that minions are immune to half miss abilities, and some think it's cheap that automatic damage just kills them. I agree, so my proposal works for my game since I think tracking bloodied is easier than tracking temp hp or rolling saves. For others, not so much. Oh well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minions require attack roll to be killed
Top