Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Solving all minion issues (long)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ceraus" data-source="post: 4736977" data-attributes="member: 76818"><p>And I apologize about shouting. Well... the big bold text. Y'know.</p><p></p><p></p><p></p><p>The other epic monsters get harder to kill, the minions don't, so some kind of compensation is needed. Only their damage can raise.</p><p></p><p>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 <em>little</em> too high at low Epic but quite reasonable by level 30.</p><p></p><p><span style="font-size: 9px">EDIT: Whoops, I just realized that you were actually <em>agreeing</em> with what you typed, expecting me to agree too. And there I went trying to convince you back.</span></p><p></p><p></p><p>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.</p><p></p><p>I suggest the following values (untested). Make sure to modify XP accordingly.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Level 1</strong>: 3 minions</li> <li data-xf-list-type="ul"><strong>Level 6</strong>: 4 minions</li> <li data-xf-list-type="ul"><strong>Level 11</strong>: 5 minions</li> <li data-xf-list-type="ul"><strong>Level 16</strong>: 6 minions</li> <li data-xf-list-type="ul"><strong>Level 21</strong>: 7 minions</li> <li data-xf-list-type="ul"><strong>Level 26</strong>: 8 minions</li> </ul><p></p><p>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 <em>triples</em> 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!</p><p></p><p>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.</p><p></p><p>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 <em>ridiculous</em> amount of minions to overcome... enough to scare a Wizard-Druid-Invoker team away.</p><p></p><p>My goal by posting this topic was to get feedback on my house rules and help people have fun with minions (which are a <em>great</em> idea) no matter the level. Since the "more minions per slot as levels rise" idea <em>does</em> balance minions, I'll throw myself behind it and maybe even work on its maths to produce a better numbers/damage curve.</p><p></p><p>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 <strong>barbarians</strong> that really feel like the brutes they are! (each worth 1/3 standard)</p></blockquote><p></p>
[QUOTE="Ceraus, post: 4736977, member: 76818"] And I apologize about shouting. Well... the big bold text. Y'know. 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 [I]little[/I] too high at low Epic but quite reasonable by level 30. [SIZE="1"]EDIT: Whoops, I just realized that you were actually [I]agreeing[/I] with what you typed, expecting me to agree too. And there I went trying to convince you back.[/SIZE] 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. [LIST] [*][B]Level 1[/B]: 3 minions [*][B]Level 6[/B]: 4 minions [*][B]Level 11[/B]: 5 minions [*][B]Level 16[/B]: 6 minions [*][B]Level 21[/B]: 7 minions [*][B]Level 26[/B]: 8 minions [/LIST] 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 [I]triples[/I] 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 [I]ridiculous[/I] 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 [I]great[/I] idea) no matter the level. Since the "more minions per slot as levels rise" idea [I]does[/I] 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 [B]barbarians[/B] that really feel like the brutes they are! (each worth 1/3 standard) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Solving all minion issues (long)
Top