I have tried it in 5e, and it works fine. Mook monsters have their normal HP, and you can just kill them outright that way, but if you don't manage that, they became "wounded" and any further damage will kill them. If you use it on monsters whose HP is no more than roughly twice the average damage of the PC's attacks it doesn't actually affect the difficulty or odds noticeably; it is just a bookkeeping hack.I tried a similar thing in my 4e games, but with the twist that if the damage was below the damage threshold, the minion became “bloodied”. A second hit on a bloodied minion would then kill them. What this did was take away some of the sting the players felt when hitting a foe but not doing enough damage to do anything.
I’ve often thought of bringing the idea back in my 5e games but haven’t yet. I’d be interested to know how the damage threshold minions work out at your table.
Yep, did this too.Fair point, but since we were playing with miniatures and lots of tokens anyway, I’d just stick a red “bloodied” bead next to the injured ones, so it saved me some hp tracking.
Maybe the minion could make a Con save to avoid insta-death, similar to a zombie. It’s one additional roll, but no tracking.
A damage threshold of 10 seems very high. That's pretty close to the maximum damage in a single hit that most weapon uses can do. Which isn't quite what you want for a minion. When my 7th level fighter hits Mr. Minion four times after an action surge and still doesn't kill it because I keep rolling ones and twos on my damage die, that's a bit harsh.
I appreciate your feedback! Quoted you together, because my response pertains to both excellent points.So, I currently play a monk, and this system seems really punishing on characters who rely on a bunch of low damage attacks. How do you take that into account?
For instance, that fire newt minion would be basically immune to a monk’s unarmed attacks.
It would be great for our barbarian, though - that guy never does less than ten damage on a hit.
Hah, so I actually am also designing "hordes" (variant swarms) - e.g. Horde of Firenewts - that interface with these minions, but I didn't want to clutter up this conversation where the focus is on discussing ways of implementing minions. We can definitely do a thread on hordes next, but here's where I'm currently at addressing that design challenge you mentioned...I think the best way of handling minions would be treating then as a swarm. Each individual has 5 to 10 hp per tier. Everytime one individual dies, the swarm has one attack less.
Easiest way to help martial characters deal area/cleave damage.
I am not sure how I'd treat area attack spells and single target spells. Probably I'll let spells work against individuals. Or just deal double damage with are spells...
I know @Clint_L mentioned monk's Flurry of Blows already, but this matches spells like Magic Missile or some ranged builds. I was going for turning the complexity dial down as much as possible without hitting "handwavium" (happy with handwavium for home games, just my context with this is different), but I can see how there might be corner cases where some kind of additive damage is allowed within the context of that turn. For example: "If the firenewt would take less than 10 damage in a turn, it takes no damage, unless it is cold damage. While the firenewt is unable to move, it loses this trait."My only concern would be that the idea of killing something in a death-by-1000-cuts manner (e.g. lots of attacks with small weapons, missile fire, etc.) couldn't work: those many small-damage attacks wouldn't be able to touch one of these minions and yet would be able to slowly whittle down and kill a "real" one of these creatures.
Hah, nice catch! That is silly. But! It also helps showcase what I'm aiming for with this Damage Threshold idea being curated/artfully applied to emphasize the FEEL of each monster. For example...With the slayers you also have the slightly silly situation where if two of them were to fight each other, if neither was surprised the fight would last forever as neither could exceed the other's damage threshold (though I suppose they could eventually poison each other).