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Paper Minions - WT?
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<blockquote data-quote="MrGrenadine" data-source="post: 4267152" data-attributes="member: 62619"><p><strong>Dog pile on the guy who doesn't like minions!</strong></p><p></p><p>I love the *idea* of minions. They're a great concept for all the reasons quoted earlier in this thread and others, (epic battles, cinematic feel, not having to track hp, etc.), but I agree with the OP that they have a problem, and it is simply this: the 1 hit point.</p><p></p><p>Yeah, hp are abstract. They've been abstract since 1e or 2e, where the DMG definition of hp, (as posted tby someone in another thread), clearly states that hp rise because *fighting skill* rises, not because higher level beasts and characters develop some sort of hard exoskeleton over time.</p><p></p><p>However, the abstraction has always had logic and consistency. Higher level=tougher to kill=more hp. </p><p></p><p>The 1 hp rule, on the other hand, works great for kobolds and other low level beasts, but breaks when applied to higher level beasts. Any high level foe with powerful attacks better have bones made of glass to warrant only 1 hp, as far as I'm concerned.</p><p></p><p>So my solution? I posted somewhere around here weeks ago to say I would houserule a certain amount of minimum damage needed to kill a minion, which would raise at the Paragon and Epic levels. But this thread has made me change my mind. If minions are only minions in relation to PCs, I say put the power to one-shot the minion in the PCs hands:</p><p></p><p></p><p style="margin-left: 20px">Monsters with the "minion" label have normal hp for their respective level, but when a PC, (and ONLY a PC), successfully hits the minion with any damage-dealing attack, the PC does his or her normal damage times 100.</p><p></p><p>The multiplier could be x10 for Heroic level, then raise through Paragon and Epic levels as needed. But whatever the multiplier, (x1000, anyone?), it would fix all the "if a minion trips in the woods, and no one sees it, does it still take 1 hp and die" questions.</p><p></p><p></p><p>MrG</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 4267152, member: 62619"] [b]Dog pile on the guy who doesn't like minions![/b] I love the *idea* of minions. They're a great concept for all the reasons quoted earlier in this thread and others, (epic battles, cinematic feel, not having to track hp, etc.), but I agree with the OP that they have a problem, and it is simply this: the 1 hit point. Yeah, hp are abstract. They've been abstract since 1e or 2e, where the DMG definition of hp, (as posted tby someone in another thread), clearly states that hp rise because *fighting skill* rises, not because higher level beasts and characters develop some sort of hard exoskeleton over time. However, the abstraction has always had logic and consistency. Higher level=tougher to kill=more hp. The 1 hp rule, on the other hand, works great for kobolds and other low level beasts, but breaks when applied to higher level beasts. Any high level foe with powerful attacks better have bones made of glass to warrant only 1 hp, as far as I'm concerned. So my solution? I posted somewhere around here weeks ago to say I would houserule a certain amount of minimum damage needed to kill a minion, which would raise at the Paragon and Epic levels. But this thread has made me change my mind. If minions are only minions in relation to PCs, I say put the power to one-shot the minion in the PCs hands: [INDENT]Monsters with the "minion" label have normal hp for their respective level, but when a PC, (and ONLY a PC), successfully hits the minion with any damage-dealing attack, the PC does his or her normal damage times 100.[/INDENT] The multiplier could be x10 for Heroic level, then raise through Paragon and Epic levels as needed. But whatever the multiplier, (x1000, anyone?), it would fix all the "if a minion trips in the woods, and no one sees it, does it still take 1 hp and die" questions. MrG [/QUOTE]
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