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Pure Glow decimates minions?

My suggestion for a house rule dealing with the fact that minions die too easily to auto-damage.

Auto damage or actually any that doesn't target them specificially (including attacks that damage on a miss)... bloodies my minions... if its done to a group.... half will be bloodied.. one quarter fine and on quarter are completely out of the fight (dms perogative on which or I roll a 4 sider). Any damage against a bloodied minion defeats them.

Yup haul out your intimidation skill if you like - this is really what its for!

I think it makes them more fun... pcs who have allied bloodied minions on there side are free to heal them ... or wander around blessing them with the unicorn force if they like. (kind of my name for the surge-less healing... its wild and untamed). A downed minion who was affected by a psychic attack I might have run in to the night never be seen again or show up later as a crazyman.

But most attacks that target a minion... are just a great excuse to describe worse case scenario results for the attack... the player can have the fun against the bad guy minions... and I can show off the monsters horrible attacks on the "red shirts"... I mean minions.
 
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Oh and in the story of my game world.. people quit using the unicorn force in war time because it had a tendency towards healing anyone not just there allies ... it was fundamentally hard to control.

My players might get annoyed if the healing spirit... stopped staying under control but there is enough background for it they might like it ;-)
 
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I give all my minions a save against any damage that does not entail an attack roll against them personally.

(Any damage that is a result of an attack roll against them, like ongoing damage, acts as normal.)
 


Run better minions. Monster Manual 2 has a few that address the problems of when they die en-masse, when your campaign is at levels where they die en-masse.

Of course, you shouldn't be using minions en-masse at paragon level if your players drop them so easily. That's challenging your players, and is according to the DMG.

People who think DMs shouldn't cater their adventures or encounters to the party need to read more 'How to DM' sections of the RPGs. You know, the parts you usually skip. It's good form.
 

Does Pure Glow (Morninglord [Paladin] lvl 11) auto-kill all minions in it's aoe?

I've been ruling that way since it does 10 damage to all enemies at the start of their turn, but it is really trivializing all encounters with minions unless I send them out in waves. The Paladin tends to lead off every encounter with it and the area of effect is close burst 5 which can usually hit 80-100% of the room/area. Has anyone else dealt with this power much?

~ Ryan

Lots of things kill minions by the score and it stats pretty early, it's trivial to get a Burst 2 encounter power that autokill minions at level 1.

I pretty much stop using minions except as filler (to get the last few xp of an encounter) by 7-8th level, there are just too many ways to auto kill every minion on the table. I do throw in the occasional minion heavy encounter, partly to let the players feel all heroic and partly to give some glory to the wizard. After all, the guy playing the wizard is investing his play in killing tons of minions, it's only fair that he gets the occasional payoff.
 

minions are not a threat in MOST groups...
well. i don't see them as a problem. usually only 1 action from a good controller or cleric or whoever have nice area dmg and they are out.
 

minions are minions for a reason, they are there to take an attack that there master does have to they are supposed to die. they dont need extra hp or conditions if you are that worried about them, dont use them. the minion is there to die and maybe get a shot if they can if not they usually protect a non minion from taking a hit or too or at least lock the pc's up for a round.

thats my opinion anyway maybe im wrong
 

I hate minions, the suspension of disbelief that adding a big number of enemies that die in one hit makes whne the other enemies tend to have lots of HP, is just too much to be ignored. I think minions are a metagamy mechanic.

But i do try to use them, my house rule is that minions have 1/4 the hp of the base creature (or 1/4 the hp they would have if they werent minions), for their damage i roll the damage of the base creature (or what they should be doing) and divide it by half. Also, i tend to prefer making minions out of enemies that have lots of nasty effects or nasty attacks such as ghouls, those jumping spiders, etc...

Usually my players are so good at killing things that i have to come up with nasty monster combinations to keep them challenged without giving them too much XP
 


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