That's fair: I apologize about the extra-dismissive attitude. I didn't mean for it to be that way but I do have that tendency.![]()
And I apologize about shouting. Well... the big bold text. Y'know.
I think if you follow the idea of the damage increases, and you include more minions per monster slot at higher levels you will get better results. Minions should probably still die by the bucketload by if they always do respectable damage they can get the job done.
For example, the suggestion at epic was to make minions do 20 damage a hit. Combine that with 6 minions per 1 monster slot, that's a theroetical 120 damage a round! (far more than other epic monsters). The tradeoff of course is that that damage will drop very quickly.
The other epic monsters get harder to kill, the minions don't, so some kind of compensation is needed. Only their damage can raise.
20 damage a hit is quite balanced from low Epic if it's still 4 minions = 1 standard. It's certainly in line with the damage minions used to do at level 1. Minions (of old) also don't inflict status effects. However, at 6 minions = 1 standard, their damage would be a little too high at low Epic but quite reasonable by level 30.
EDIT: Whoops, I just realized that you were actually agreeing with what you typed, expecting me to agree too. And there I went trying to convince you back.
I like the proposed solution of increasing minion numbers at higher levels. Their 1 hit = 1 kill property makes them so much more vulnerable at higher levels that it's not funny.
I suggest the following values (untested). Make sure to modify XP accordingly.
- Level 1: 3 minions
- Level 6: 4 minions
- Level 11: 5 minions
- Level 16: 6 minions
- Level 21: 7 minions
- Level 26: 8 minions
It's not perfect, but it alleviates the problem of low-level minion deadliness and makes high-level minion combat much more exciting. Even though player HP triples from levels 1 to 11, the 3-minion 12 damage will rise to a 5-minion 30 damage. And 5 minions are probably easier to kill at level 11 than 3 at level 1, so maybe there's still not enough!
Importantly, it also keeps the "minion spirit" of 1-hit kills, which I had no idea was held so sacred. The "bloodied" condition on automatic damage or damage on a miss corrects most of the remaining issues.
A further fix, as mentioned in my first post, would be to cap the amount of targets a single area effect can affect. Astral Wave is still mighty effective if the Cleric reaches the 10-target cap! Without the cap, that's half the fight's minions dead, which would require a ridiculous amount of minions to overcome... enough to scare a Wizard-Druid-Invoker team away.
My goal by posting this topic was to get feedback on my house rules and help people have fun with minions (which are a great idea) no matter the level. Since the "more minions per slot as levels rise" idea does balance minions, I'll throw myself behind it and maybe even work on its maths to produce a better numbers/damage curve.
Still, it's not for me. I really like my minion roles and their consistency with automatic damage and damage on a miss. I have friggin' minion barbarians that really feel like the brutes they are! (each worth 1/3 standard)
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