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General Tabletop Discussion
*Pathfinder & Starfinder
Minions with 1hp - Can anyone justify this?
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<blockquote data-quote="fba827" data-source="post: 4383422" data-attributes="member: 807"><p>You could relace 4 minions for 1 'normal' enemy as you mentioned.. just keep that it changes tactics.</p><p></p><p>more minions = more chance for a PC to provoke an OA, harder for a PC to retreat, harder to get in to flanking position (i.e. postional strategy is more of an issue)</p><p></p><p>more 'normal enemies' = longer surving enemies and more "all PCs pile up on the guy" (thus, less positional strategy, more attacks and counter attacks)</p><p></p><p></p><p>Also keep in mind that</p><p>1) No one has a glowing hp bar above their head denoting their total, so you are breaking some realism by making a concious awareness of the 1 hp</p><p></p><p>2) minions are designed to be the little mob-like cannon fodder. They have other abilities (for instance, they take no damage on a miss even if the miss would otherwise deal damage)</p><p></p><p>3) They have high defenses and high to hit and high damage, equal to encounters of their level, thus, they still pose a threat. They just need "to be dealt with" to get to the main baddies</p><p></p><p>4) The intended reason is so that PCs don't spend forever on mobs before getting to the BBEG but at the same time, the mobs still need to pose some threat.</p><p></p><p>5) Every action-oriented book/show/movie has some scenes where the hero is fighting through a bunch of enemies, taking them down with a single kick/shot/sword swing ultimately getting to the main bad guy that takes more time to deal with...</p><p></p><p>6) it's not so much that the minions are "so weak they only have 1 hp" but rather "the minions are a threat to the PCs but they aren't skilled enough to last long against the PCs' suprior experience..."</p><p></p><p></p><p>As far as KotS, I would advise against raising the hp of mobs (esp if the DM doesn't yet understand 4e rules -- but once he has a better idea of the party and their capabilities, then, sure). Because KotS is so combat intensive, increasing minion hp means 1) much harder fights esp the ones that are already very strong TPK potentials 2) and also make encounters much longer (there is already a lot of hack and slash dungeon crawling, if the players don't like that, making the minions stronger will only make the session much more annoying</p><p></p><p></p><p>Anyway, just my two cents on the topic.</p></blockquote><p></p>
[QUOTE="fba827, post: 4383422, member: 807"] You could relace 4 minions for 1 'normal' enemy as you mentioned.. just keep that it changes tactics. more minions = more chance for a PC to provoke an OA, harder for a PC to retreat, harder to get in to flanking position (i.e. postional strategy is more of an issue) more 'normal enemies' = longer surving enemies and more "all PCs pile up on the guy" (thus, less positional strategy, more attacks and counter attacks) Also keep in mind that 1) No one has a glowing hp bar above their head denoting their total, so you are breaking some realism by making a concious awareness of the 1 hp 2) minions are designed to be the little mob-like cannon fodder. They have other abilities (for instance, they take no damage on a miss even if the miss would otherwise deal damage) 3) They have high defenses and high to hit and high damage, equal to encounters of their level, thus, they still pose a threat. They just need "to be dealt with" to get to the main baddies 4) The intended reason is so that PCs don't spend forever on mobs before getting to the BBEG but at the same time, the mobs still need to pose some threat. 5) Every action-oriented book/show/movie has some scenes where the hero is fighting through a bunch of enemies, taking them down with a single kick/shot/sword swing ultimately getting to the main bad guy that takes more time to deal with... 6) it's not so much that the minions are "so weak they only have 1 hp" but rather "the minions are a threat to the PCs but they aren't skilled enough to last long against the PCs' suprior experience..." As far as KotS, I would advise against raising the hp of mobs (esp if the DM doesn't yet understand 4e rules -- but once he has a better idea of the party and their capabilities, then, sure). Because KotS is so combat intensive, increasing minion hp means 1) much harder fights esp the ones that are already very strong TPK potentials 2) and also make encounters much longer (there is already a lot of hack and slash dungeon crawling, if the players don't like that, making the minions stronger will only make the session much more annoying Anyway, just my two cents on the topic. [/QUOTE]
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Minions with 1hp - Can anyone justify this?
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