I like the common damage pool and a death threshold solution.
Minions have a death threshold at (minion level).
When you damage a minion, if it passes the death threshold, the minion dies. Otherwise, you borrow damage from the damage pool to kill the minion. If that isn't enough, you move the damage you did to the damage pool. That is it.
A level 11 minion, taking 5 damage, doesn't die. 5 level 11 minions, each taking 5 damage, take a total of 25 damage -- two die, and 3 damage goes on the damage pool.
You can increase the death threshold to 2*level if you find that they still don't last long enough (that makes it take about as many HP of damage to kill a minion as it did to kill the pre-minion normal monster, but area damage works better on the swarm of minions).
Naturally if you use this rule, minions now take damage on a miss.
Also, when a minion takes a status effect that is prone or weaker, they go prone. If they take a status effect that is stronger than prone, they save-or-die immediately -- if they succeed, they go prone, if they fail, they die.
Temporary HP just increase the damage threshold of that minion by the amount granted.
Continuing damage ... well, that still sucks. I haven't figured out a fair approximation.
The bookkeeping required is 1 number for any number of minions (the damage in the damage pool), and if they are prone. Temp HP should use a counter on the table to represent a 'tougher' minion.
Minions have a death threshold at (minion level).
When you damage a minion, if it passes the death threshold, the minion dies. Otherwise, you borrow damage from the damage pool to kill the minion. If that isn't enough, you move the damage you did to the damage pool. That is it.
A level 11 minion, taking 5 damage, doesn't die. 5 level 11 minions, each taking 5 damage, take a total of 25 damage -- two die, and 3 damage goes on the damage pool.
You can increase the death threshold to 2*level if you find that they still don't last long enough (that makes it take about as many HP of damage to kill a minion as it did to kill the pre-minion normal monster, but area damage works better on the swarm of minions).
Naturally if you use this rule, minions now take damage on a miss.
Also, when a minion takes a status effect that is prone or weaker, they go prone. If they take a status effect that is stronger than prone, they save-or-die immediately -- if they succeed, they go prone, if they fail, they die.
Temporary HP just increase the damage threshold of that minion by the amount granted.
Continuing damage ... well, that still sucks. I haven't figured out a fair approximation.
The bookkeeping required is 1 number for any number of minions (the damage in the damage pool), and if they are prone. Temp HP should use a counter on the table to represent a 'tougher' minion.