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Pure Glow decimates minions?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4911415" data-attributes="member: 82106"><p>I'm not convinced that the minion's level should be the damage threshold. In a few cases where I wanted a group of minions that was able to hang tough for a round or two I made the "tough" and just gave them an arbitrary damage threshold. The number you pick should be tailored to the sorts of damage they're going to be expected to take. If its low level or the party invariably favors some particular minion sweeping power, then set the threshold such that 50% of the minions end up bloodied instead of instantly popped. At that point they've done their job, they made the PCs use another action and another power to try to get rid of them.</p><p></p><p>Remember though, it is pretty easy to go overboard with this. An AoE that already has to make a to-hit roll should be missing 50% of the time. If the damage also has to exceed a certain value, now your down to 25% or less effectiveness. At least with non-minions there is always damage done and the targets are now easier to kill. Pile on too many restrictions on killing minions easily or hit point pools etc and all of a sudden you don't actually have minions anymore, you have some exceedingly annoying opponents that don't use the normal hit point rules. That's OK for certain specific situations where you want to have a special type of enemy but the vast majority of the time it isn't justified.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4911415, member: 82106"] I'm not convinced that the minion's level should be the damage threshold. In a few cases where I wanted a group of minions that was able to hang tough for a round or two I made the "tough" and just gave them an arbitrary damage threshold. The number you pick should be tailored to the sorts of damage they're going to be expected to take. If its low level or the party invariably favors some particular minion sweeping power, then set the threshold such that 50% of the minions end up bloodied instead of instantly popped. At that point they've done their job, they made the PCs use another action and another power to try to get rid of them. Remember though, it is pretty easy to go overboard with this. An AoE that already has to make a to-hit roll should be missing 50% of the time. If the damage also has to exceed a certain value, now your down to 25% or less effectiveness. At least with non-minions there is always damage done and the targets are now easier to kill. Pile on too many restrictions on killing minions easily or hit point pools etc and all of a sudden you don't actually have minions anymore, you have some exceedingly annoying opponents that don't use the normal hit point rules. That's OK for certain specific situations where you want to have a special type of enemy but the vast majority of the time it isn't justified. [/QUOTE]
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Pure Glow decimates minions?
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