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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minions. The DM knows 'em. Do the players?
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<blockquote data-quote="Steveyd" data-source="post: 4241881" data-attributes="member: 61233"><p>I don't intend to point out minion-ness, some situations may call for descriptions that clue them in, some may not. If your PCs can figure out that even though there are 20 goblins that 16 are likely minions and thus this is just a standard encounter's worth of exp it takes away the real impact of 20 goblins. They'll know it's not an encounter that will really push them despite the numbers.</p><p></p><p>I intend to have a few encounters where I randomize who is a minion and who is not. Not even I'll know which one is which until it gets close to a pc to attack or gets attack. Then role some dice to determine what it is based on how many of the total group I want to be minions or not. If I want 5 of those 20 goblins to be non-minions, then on a 4 on a d4 once a PC does damage it doesn't go down in one hit and is actually an appropriately leveled goblin.</p><p></p><p>I want to run a hall of zombies scenario like this. Some relic in a (locked) door at the end of the hall in underground ruins is animating zombies from mass graves above the ruins. The hall, maybe 4 x 15 squares, is filled every square with zombies. Most will be pretty basic level 1 minions (PCs should be maybe level 3 or 4 now) but there's a chance some will be level 1 standard monsters, and a smaller chance they'll actually be of the PCs level. They'll have to fight their way to the end of the hall. More zombies move in from the T junction at the end of the hall where zombies are continually being animated from the graves. It's intended to be a difficult encounter, maybe capping off the quest, but smart use of powers to clear out zombies and move forward should see them through. They're not intended to actually kill every zombie since more are coming each round. They just need to get through the door. Should be fun!</p></blockquote><p></p>
[QUOTE="Steveyd, post: 4241881, member: 61233"] I don't intend to point out minion-ness, some situations may call for descriptions that clue them in, some may not. If your PCs can figure out that even though there are 20 goblins that 16 are likely minions and thus this is just a standard encounter's worth of exp it takes away the real impact of 20 goblins. They'll know it's not an encounter that will really push them despite the numbers. I intend to have a few encounters where I randomize who is a minion and who is not. Not even I'll know which one is which until it gets close to a pc to attack or gets attack. Then role some dice to determine what it is based on how many of the total group I want to be minions or not. If I want 5 of those 20 goblins to be non-minions, then on a 4 on a d4 once a PC does damage it doesn't go down in one hit and is actually an appropriately leveled goblin. I want to run a hall of zombies scenario like this. Some relic in a (locked) door at the end of the hall in underground ruins is animating zombies from mass graves above the ruins. The hall, maybe 4 x 15 squares, is filled every square with zombies. Most will be pretty basic level 1 minions (PCs should be maybe level 3 or 4 now) but there's a chance some will be level 1 standard monsters, and a smaller chance they'll actually be of the PCs level. They'll have to fight their way to the end of the hall. More zombies move in from the T junction at the end of the hall where zombies are continually being animated from the graves. It's intended to be a difficult encounter, maybe capping off the quest, but smart use of powers to clear out zombies and move forward should see them through. They're not intended to actually kill every zombie since more are coming each round. They just need to get through the door. Should be fun! [/QUOTE]
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Minions. The DM knows 'em. Do the players?
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