Solving all minion issues (long)

What about this idea for Tough Minions:

1. The minion deals its level in damage (too high in epic?)

2. The minion has DR = level.

3. 4 minions per tier = one normal monster; 8 at 11+ and 12 at 21+.

These are probably too severe, but like the OP, I'm finding minions to be not worth the effort of putting out. They just die - fast.
 

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12 minions dealing 30 damage each at 30th will off someone every round pretty much. 4 dealing 1 damage at 1st level will be hardly noticed. You'll also create some odd bumps, where 10th level minions compare very oddly to 11th level minions at less than half the xp but 90% of the capability.
 

When I do minions I have two types (like I do for all my monsters, but that's another story): Grunts and Toughs.

Grunts: Give a role as usual. Die in one hit. Damage is rolled, and is equal to what their role's usual damage expression would be, but they don't get the + to damage. They are worth 1/8 a standard monster's xp. All defenses, abilities, etc are designed exactly like a regular monster, though they only get 1 attack power, equivalent to a normal monster's at-will.

For example, a level 1-3 creature with a medium limited damage expression does 1d10+3 damage. The same creature as a Grunt Minion would do 1d10 damage. It would be worth 13 xp.

Toughs: Design as with Grunts, but they have two hp and the following property: Whenever a Tough minion takes damage, that damage is reduced to 1. Tough minions with vulnerability to a damage type take full damage from it and from critical hits. They are worth 1/4 a standard monster's xp.
 
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I was sure minions didn't die on any attack that missed even if the miss causes damage.

P282 Monster Manual
"However, if a minion is missed by an attack that normally deals damage on a miss, it takes no damage."

I don't like it either way so what I would do is if the minion is damaged on a miss it gets a simple save versus die. Succeeds = lives, fails = dies. Simple and not silly.

So I'd replace that line with:

"However, if a minion is missed by an attack that normally deals damage on a miss, it makes a saving throw. If it fails it dies. If it succeeds it survives."


Actually looking at another part of that paragraph I would also change:


"Damage from an attack or from a source that doesn't require an attack roll (such as the Paladin's divine challenge or the fighter's cleave) also destroys a minion."

to

"Damage from an attack or from a source that doesn't require an attack roll (such as the Paladin's divine challenge or the fighter's cleave) causes the minion to roll a saving throw. If it fails it dies. If it succeeds it survives."


This way their are no auto live, auto die mechanics concearning minions.



 
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