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Paper Minions - WT?
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<blockquote data-quote="GWEk" data-source="post: 4266721" data-attributes="member: 25981"><p>I find it interesting (but not surprising) that the game is not even officially released, and there's already a solid line between people who love and hate the idea of minions.</p><p></p><p>I wasn't lucky enough to get the books early and read the Minions excerpt when it came out a while ago, but I think part of the divide here is that Minions represent something that hasn't really appeared in D&D before (although the ideas of minions or "mooks" have been in many other games).</p><p></p><p>In traditional D&D, hit points, combat capability, and level all scale up simultaneously. While this often works, it also creates an awkward situation for the GM:</p><p></p><p>Want to throw a horde of mooks against your PCs? There's a good chance the fight is going to be lopsided because if the mooks are high enough level to challenge the PCs, they also probably come with enough hit points to slow combat down considerably.</p><p></p><p>The idea behind Minions is to provide opponents who can be a challenge for the PCs without forcing every fight to be a battle of hit point attrition. Books, movies, video games--regardless of what you use for inspiration, there are always scenes of the hero plowing through a horde of lackeys... and sometimes he's unscathed, sometimes he's not. Minions allow for that in a way that nothing else in D&D or d20 does.</p><p></p><p>Personally, I GM Star Wars, and while the Saga Edition has a decent idea with the non-heroic class, the idea of Minions are much more streamlined, and I'll probably be using them from now on. For a GM/DM who likes to run a cinematic campaign, Minions are a godsend.</p></blockquote><p></p>
[QUOTE="GWEk, post: 4266721, member: 25981"] I find it interesting (but not surprising) that the game is not even officially released, and there's already a solid line between people who love and hate the idea of minions. I wasn't lucky enough to get the books early and read the Minions excerpt when it came out a while ago, but I think part of the divide here is that Minions represent something that hasn't really appeared in D&D before (although the ideas of minions or "mooks" have been in many other games). In traditional D&D, hit points, combat capability, and level all scale up simultaneously. While this often works, it also creates an awkward situation for the GM: Want to throw a horde of mooks against your PCs? There's a good chance the fight is going to be lopsided because if the mooks are high enough level to challenge the PCs, they also probably come with enough hit points to slow combat down considerably. The idea behind Minions is to provide opponents who can be a challenge for the PCs without forcing every fight to be a battle of hit point attrition. Books, movies, video games--regardless of what you use for inspiration, there are always scenes of the hero plowing through a horde of lackeys... and sometimes he's unscathed, sometimes he's not. Minions allow for that in a way that nothing else in D&D or d20 does. Personally, I GM Star Wars, and while the Saga Edition has a decent idea with the non-heroic class, the idea of Minions are much more streamlined, and I'll probably be using them from now on. For a GM/DM who likes to run a cinematic campaign, Minions are a godsend. [/QUOTE]
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