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*Pathfinder & Starfinder
Older Minion LF Younger Adventurer
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<blockquote data-quote="Zinovia" data-source="post: 4337535" data-attributes="member: 57373"><p>Of course they will. The party will have a very difficult time hitting them at all, and the level 10 minions will hit them most of the time in return. The PC's will be freaking out at how tough these things are, until they get lucky and roll a 20, slaying one in a single blow. I don't like that scenario, so I would never have the group face minions more than a level or so above the party's level. Use a real monster if you want something that is that much of a threat to the players. A level 5 or 6 creature will be tough, hard to hit, and damaging to the group, and give them a thrill when they defeat it. A minion 8 levels higher than the group isn't a minion any more, by my interpretation. </p><p></p><p>Besides, at least in my group, there's a player who is used to rolling low and still hitting with his primary attack at 15th level in 3.5. I can only *imagine* the complaints I'd have if I deliberately threw stuff with really high defenses at him so that he missed it most of the time. </p><p></p><p>In the KotS fight I mention above, the minions are probably only 2 levels higher than the party, so it's not totally out in left field somewhere. For that particular fight I have thought of a reason for letting them be "defeated" in one round - but it's not because they are minions as such. </p><p>[sblock]I'm going to say the vampire spawn are some of the spirits of those slain in the keep, compelled by magic to defend the underpriest in the area. I need to figure out a loophole in his command spell that will allow the conditions of the compulsions to be met so long as the vampire spawn (which I will be describing differently than real vampire spawn) take a single hit from an opponent. They want to be freed, and their spirits will depart as soon as they take 1 hit. Perhaps they will thank the players for releasing them to their rest, or curse the underpriest as they fade away. [/sblock]</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4337535, member: 57373"] Of course they will. The party will have a very difficult time hitting them at all, and the level 10 minions will hit them most of the time in return. The PC's will be freaking out at how tough these things are, until they get lucky and roll a 20, slaying one in a single blow. I don't like that scenario, so I would never have the group face minions more than a level or so above the party's level. Use a real monster if you want something that is that much of a threat to the players. A level 5 or 6 creature will be tough, hard to hit, and damaging to the group, and give them a thrill when they defeat it. A minion 8 levels higher than the group isn't a minion any more, by my interpretation. Besides, at least in my group, there's a player who is used to rolling low and still hitting with his primary attack at 15th level in 3.5. I can only *imagine* the complaints I'd have if I deliberately threw stuff with really high defenses at him so that he missed it most of the time. In the KotS fight I mention above, the minions are probably only 2 levels higher than the party, so it's not totally out in left field somewhere. For that particular fight I have thought of a reason for letting them be "defeated" in one round - but it's not because they are minions as such. [sblock]I'm going to say the vampire spawn are some of the spirits of those slain in the keep, compelled by magic to defend the underpriest in the area. I need to figure out a loophole in his command spell that will allow the conditions of the compulsions to be met so long as the vampire spawn (which I will be describing differently than real vampire spawn) take a single hit from an opponent. They want to be freed, and their spirits will depart as soon as they take 1 hit. Perhaps they will thank the players for releasing them to their rest, or curse the underpriest as they fade away. [/sblock] [/QUOTE]
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Older Minion LF Younger Adventurer
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