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General Tabletop Discussion
*Dungeons & Dragons
Minions with Damage Thresholds?
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<blockquote data-quote="Quickleaf" data-source="post: 9204351" data-attributes="member: 20323"><p>Gotcha. Was thinking something along these lines... I'll post re-worked example below (changes in <span style="color: rgb(251, 160, 38)">orange</span>)... similar to MCDM, but a few differences:</p><ul> <li data-xf-list-type="ul">Per [USER=7035894]@Clint_L[/USER] 's feedback, the damage threshold is tied to all damage dealt in a turn, so it's not attached to discrete instances of damage like a single attack. So Monks and Magic Missiles aren't punished.</li> <li data-xf-list-type="ul">Overkilling has a higher litmus test (double the damage threshold), so it's not as easy to do – so you probably won't overkill much as a monk, but you're more likely to as, say, Rogue or Barbarian.</li> <li data-xf-list-type="ul">However, the Overkill can be applied to any firenewt, not just a minion – so a Firenewt Warrior or Warlock, or Horde of Firenewts (a swarm stat block) would be fair game.</li> <li data-xf-list-type="ul">Damage Resistances. While this doesn't apply to this specific monster, if we had a minion that was resistant to a damage type, this approach would still allow it to benefit from that resistance – e.g. a minion with Damage Threshold 10 and fire resistance would be slain by a sword dealing 10 damage, but not a fire bolt dealing 10 damage, but it would be slain by a fireball dealing 20 damage.</li> </ul><p></p><p>________________________________________________</p><p><strong>Firenewt Minion</strong></p><p><em>Medium humanoid (firenewt), neutral evil</em></p><p><strong>Armor Class </strong>13 (shield)</p><p><strong>Hit Points </strong>1 (see Slippery Foe)</p><p><strong><span style="color: rgb(251, 160, 38)">Damage Threshold </span></strong><span style="color: rgb(251, 160, 38)">10 <strong>Overkill </strong>20</span></p><p><strong>Speed </strong>30 ft.</p><p></p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>10 (+0) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 8 (-3)</p><p></p><p><strong>Damage Immunities </strong>fire</p><p><strong>Senses </strong>passive Perception 10</p><p><strong>Languages </strong>Draconic, Ignan</p><p><strong>Challenge </strong>1/4 (50 XP) <strong>Proficiency Bonus </strong>+2</p><p></p><p><strong><em>Amphibious. </em></strong>The firenewt can breathe air and water.</p><p></p><p><strong><em><span style="color: rgb(251, 160, 38)">Minion. </span></em></strong><span style="color: rgb(251, 160, 38)">If an attack deals more than 20 damage against a firenewt, the excess can immediately be applied to another firenewt within range.</span></p><p></p><p><strong><em>Slippery Foe. </em></strong>If the firenewt <span style="color: rgb(251, 160, 38)">would take less than 10 damage 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>ACTIONS</p><p></p><p><strong><em>Fiery Scimitar. </em></strong><em>Melee Weapon Attack: </em>+3 to hit, reach 5 ft., one target. <em>Hit: </em>4 (1d6+1) slashing damage plus 3 (1d6) fire damage.</p><p>________________________________________________</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9204351, member: 20323"] Gotcha. Was thinking something along these lines... I'll post re-worked example below (changes in [COLOR=rgb(251, 160, 38)]orange[/COLOR])... similar to MCDM, but a few differences: [LIST] [*]Per [USER=7035894]@Clint_L[/USER] 's feedback, the damage threshold is tied to all damage dealt in a turn, so it's not attached to discrete instances of damage like a single attack. So Monks and Magic Missiles aren't punished. [*]Overkilling has a higher litmus test (double the damage threshold), so it's not as easy to do – so you probably won't overkill much as a monk, but you're more likely to as, say, Rogue or Barbarian. [*]However, the Overkill can be applied to any firenewt, not just a minion – so a Firenewt Warrior or Warlock, or Horde of Firenewts (a swarm stat block) would be fair game. [*]Damage Resistances. While this doesn't apply to this specific monster, if we had a minion that was resistant to a damage type, this approach would still allow it to benefit from that resistance – e.g. a minion with Damage Threshold 10 and fire resistance would be slain by a sword dealing 10 damage, but not a fire bolt dealing 10 damage, but it would be slain by a fireball dealing 20 damage. [/LIST] ________________________________________________ [B]Firenewt Minion[/B] [I]Medium humanoid (firenewt), neutral evil[/I] [B]Armor Class [/B]13 (shield) [B]Hit Points [/B]1 (see Slippery Foe) [B][COLOR=rgb(251, 160, 38)]Damage Threshold [/COLOR][/B][COLOR=rgb(251, 160, 38)]10 [B]Overkill [/B]20[/COLOR] [B]Speed [/B]30 ft. [B]STR DEX CON INT WIS CHA [/B]10 (+0) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 8 (-3) [B]Damage Immunities [/B]fire [B]Senses [/B]passive Perception 10 [B]Languages [/B]Draconic, Ignan [B]Challenge [/B]1/4 (50 XP) [B]Proficiency Bonus [/B]+2 [B][I]Amphibious. [/I][/B]The firenewt can breathe air and water. [B][I][COLOR=rgb(251, 160, 38)]Minion. [/COLOR][/I][/B][COLOR=rgb(251, 160, 38)]If an attack deals more than 20 damage against a firenewt, the excess can immediately be applied to another firenewt within range.[/COLOR] [B][I]Slippery Foe. [/I][/B]If the firenewt [COLOR=rgb(251, 160, 38)]would take less than 10 damage in a turn[/COLOR], it takes no damage, unless it is cold damage. While the firenewt is unable to move, it loses this trait. ACTIONS [B][I]Fiery Scimitar. [/I][/B][I]Melee Weapon Attack: [/I]+3 to hit, reach 5 ft., one target. [I]Hit: [/I]4 (1d6+1) slashing damage plus 3 (1d6) fire damage. ________________________________________________ [/QUOTE]
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