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Paper Minions - WT?
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<blockquote data-quote="KarinsDad" data-source="post: 4267642" data-attributes="member: 2011"><p>After some thought on the issues, I came up with the mechanic that I will be using.</p><p></p><p>I will introduce:</p><p></p><p>Weak Minions: 1 hit to kill (minions in MM)</p><p>Regular Minions: 2 hits to kill</p><p>Tough Minions: 3 hits to kill</p><p></p><p>into my game. I will up the XP for Regular and Strong Minions so that I can still balance an encounter.</p><p></p><p>This removes much of the meta-gaming player knowledge aspects and the only thing is that I have to keep track of how many times the Regular and Tough Minions get hit. That's less bookkeeping than keeping track if a minion is stunned or dazed or some other condition.</p><p></p><p>Compared to Marking and Combat Advantage and Bloodied, etc. (or even all of the things I kept track of as DM in 3E), that will be easy to do.</p><p></p><p>Problem solved sufficiently for me.</p><p></p><p>Even a critical hit on a Regular or Tough minion will not give the players any metagaming information about the creature.</p><p></p><p>This also effectively gives me more monsters from the core Monster Manual with very little work on my part. All I have to do is figure out my XP equation and I'm set. But at the moment, x1.5 XP for Regular and x2 for Tough is looking ok when I compare it to the other non-minions in the MM.</p><p></p><p>My thinking for this amount of XP is that although it takes 3 successful hits to take out a Tough Minion, it only gets 1 attack per round compared to 3 attacks per round for 3 Weak Minions and synergies between 3 Weak Minions. So, it is not worth as much 3 * XP. But on a one on one fight, it will last 3 times as long, so it is worth quite a bit (i.e. 2x XP).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4267642, member: 2011"] After some thought on the issues, I came up with the mechanic that I will be using. I will introduce: Weak Minions: 1 hit to kill (minions in MM) Regular Minions: 2 hits to kill Tough Minions: 3 hits to kill into my game. I will up the XP for Regular and Strong Minions so that I can still balance an encounter. This removes much of the meta-gaming player knowledge aspects and the only thing is that I have to keep track of how many times the Regular and Tough Minions get hit. That's less bookkeeping than keeping track if a minion is stunned or dazed or some other condition. Compared to Marking and Combat Advantage and Bloodied, etc. (or even all of the things I kept track of as DM in 3E), that will be easy to do. Problem solved sufficiently for me. Even a critical hit on a Regular or Tough minion will not give the players any metagaming information about the creature. This also effectively gives me more monsters from the core Monster Manual with very little work on my part. All I have to do is figure out my XP equation and I'm set. But at the moment, x1.5 XP for Regular and x2 for Tough is looking ok when I compare it to the other non-minions in the MM. My thinking for this amount of XP is that although it takes 3 successful hits to take out a Tough Minion, it only gets 1 attack per round compared to 3 attacks per round for 3 Weak Minions and synergies between 3 Weak Minions. So, it is not worth as much 3 * XP. But on a one on one fight, it will last 3 times as long, so it is worth quite a bit (i.e. 2x XP). [/QUOTE]
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