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General Tabletop Discussion
*Dungeons & Dragons
Minions with Damage Thresholds?
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<blockquote data-quote="Quickleaf" data-source="post: 9202571" data-attributes="member: 20323"><p>I know [USER=7035894]@Clint_L[/USER] 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 <span style="color: rgb(251, 160, 38)">in a turn</span>, it takes no damage, unless it is cold damage. While the firenewt is unable to move, it loses this trait."</p><p></p><p>You can see my hesitation because that's getting close to tracking hit points...</p><p></p><p></p><p>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...</p><p></p><p>Slayer Minions are trained to be sneaky opponents who don't come at you directly, who can drop down from 40 foot ledges onto their victims, who can walk through mundane fires and even some magical ones unscathed, and whose weakness is if they are ever caught off guard (e.g. cannot take reactions due to being surprised, lured into making an opportunity attack, paralyzed, stunned, Shocking Grasp, Slow, Confuse, Arms of Hadar, Staggering Smite, Mind Whip, Dominated to use its reaction), etc.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9202571, member: 20323"] I know [USER=7035894]@Clint_L[/USER] 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 [COLOR=rgb(251, 160, 38)]in a turn[/COLOR], it takes no damage, unless it is cold damage. While the firenewt is unable to move, it loses this trait." You can see my hesitation because that's getting close to tracking hit points... 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... Slayer Minions are trained to be sneaky opponents who don't come at you directly, who can drop down from 40 foot ledges onto their victims, who can walk through mundane fires and even some magical ones unscathed, and whose weakness is if they are ever caught off guard (e.g. cannot take reactions due to being surprised, lured into making an opportunity attack, paralyzed, stunned, Shocking Grasp, Slow, Confuse, Arms of Hadar, Staggering Smite, Mind Whip, Dominated to use its reaction), etc. [/QUOTE]
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