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General Tabletop Discussion
*Pathfinder & Starfinder
Rules for allied minions?
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<blockquote data-quote="Saeviomagy" data-source="post: 5350882" data-attributes="member: 5890"><p>How about the following:</p><p></p><p>Crew are minions. Normal, every day minions. If they are attacking or being attacked by the PCs or creatures then use the normal rules.</p><p></p><p>Minion-on-minion action!</p><p>Once minions are engaged, they don't usually try anything sneaky: they'll just stand still and wail on each other. If there is a tactical advantage to be gained, the PCs will need to grant shifts or slide their minions about to gain it.</p><p></p><p>During the first turn of a specific minion type, roll an attack against the toughest opposing minion. If ANY minions of the attacking type have combat advantage over their foes, apply combat advantage. Similarly for any other bonuses (like player abilities and the like).</p><p></p><p>If the attack is a hit, choose one opposing minion to die. It's suggested that if the PCs are actively aiding a minion, then one of it's foes should die, and otherwise choose whichever minion will have the most impressive death. If nothing stands out, kill one of the weakest minions.</p><p></p><p>Once all one side of minions are dead, minions will obviously have to engage in combat against PCs or monsters, so they go back to normal rules.</p><p></p><p>Done - minion vs minion, very little rolling, a crowded and eventful battlefield without much complexity and the PCs efforts can lead to their minions being more effective. Oh, and you don't have the scenario where whichever side wins initiative with their minions will inevitably win the minion vs minion fight. Oh, and you don't have a ship-to-ship combat where every single minion dies before the PCs finish off the opposing captain, and everyone's suddenly adrift in an uncrewed pair of ships.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5350882, member: 5890"] How about the following: Crew are minions. Normal, every day minions. If they are attacking or being attacked by the PCs or creatures then use the normal rules. Minion-on-minion action! Once minions are engaged, they don't usually try anything sneaky: they'll just stand still and wail on each other. If there is a tactical advantage to be gained, the PCs will need to grant shifts or slide their minions about to gain it. During the first turn of a specific minion type, roll an attack against the toughest opposing minion. If ANY minions of the attacking type have combat advantage over their foes, apply combat advantage. Similarly for any other bonuses (like player abilities and the like). If the attack is a hit, choose one opposing minion to die. It's suggested that if the PCs are actively aiding a minion, then one of it's foes should die, and otherwise choose whichever minion will have the most impressive death. If nothing stands out, kill one of the weakest minions. Once all one side of minions are dead, minions will obviously have to engage in combat against PCs or monsters, so they go back to normal rules. Done - minion vs minion, very little rolling, a crowded and eventful battlefield without much complexity and the PCs efforts can lead to their minions being more effective. Oh, and you don't have the scenario where whichever side wins initiative with their minions will inevitably win the minion vs minion fight. Oh, and you don't have a ship-to-ship combat where every single minion dies before the PCs finish off the opposing captain, and everyone's suddenly adrift in an uncrewed pair of ships. [/QUOTE]
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Rules for allied minions?
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