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Solving all minion issues (long)
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<blockquote data-quote="Ceraus" data-source="post: 4737024" data-attributes="member: 76818"><p>It IS fun, but it IS much more work than the very-satisfying-enough method I outlined/stole at the beginning of page 3.</p><p></p><p></p><p></p><p>Official errata would be great. Too bad it would require reworking all minions' XP... do I hear "4.5" ? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p></p><p></p><p></p><p>I've double-checked my how-many-minions-by-level numbers and find them really appropriate! Any change I'd make would be minor.</p><p></p><p>Yet... be <em>very</em> careful. The numbers achieve nigh-perfect balance in the following circumstances:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Monster Manual minions.</strong> Elsewhere, there's crazy cheese like minions that deal minion damage and cause daze (save ends).</li> <li data-xf-list-type="ul"><strong>Bloodied minions.</strong> Automatic damage, whether from an effect or a miss, makes minions bloodied. It won't come into play often enough to slow down the game.</li> <li data-xf-list-type="ul"><strong>Capped number of area targets.</strong> Beware Astral Wave and Legion's Hold. You don't want half of your monsters wiped out by an encounter power, do you?</li> </ul><p></p><p>For completeness, the area cap was as follows (convert blasts):</p><p></p><ul> <li data-xf-list-type="ul">Burst 1 : 3 targets</li> <li data-xf-list-type="ul">Burst 2 : 4 targets</li> <li data-xf-list-type="ul">Burst 3 : 5 targets</li> <li data-xf-list-type="ul">Burst 4 : 6 targets</li> <li data-xf-list-type="ul">Burst 5 : 7 targets</li> </ul><p>And so on...</p><p></p><p>From experience, those numbers <em>do not</em> intrude on player fun. Areas powers still win the day against minions, just less overwhelmingly, and controllers still feel special.</p></blockquote><p></p>
[QUOTE="Ceraus, post: 4737024, member: 76818"] It IS fun, but it IS much more work than the very-satisfying-enough method I outlined/stole at the beginning of page 3. Official errata would be great. Too bad it would require reworking all minions' XP... do I hear "4.5" ? :uhoh: I've double-checked my how-many-minions-by-level numbers and find them really appropriate! Any change I'd make would be minor. Yet... be [I]very[/I] careful. The numbers achieve nigh-perfect balance in the following circumstances: [LIST][*][B]Monster Manual minions.[/B] Elsewhere, there's crazy cheese like minions that deal minion damage and cause daze (save ends).[*][B]Bloodied minions.[/B] Automatic damage, whether from an effect or a miss, makes minions bloodied. It won't come into play often enough to slow down the game.[*][B]Capped number of area targets.[/B] Beware Astral Wave and Legion's Hold. You don't want half of your monsters wiped out by an encounter power, do you?[/LIST] For completeness, the area cap was as follows (convert blasts): [LIST] [*]Burst 1 : 3 targets [*]Burst 2 : 4 targets [*]Burst 3 : 5 targets [*]Burst 4 : 6 targets [*]Burst 5 : 7 targets [/LIST] And so on... From experience, those numbers [I]do not[/I] intrude on player fun. Areas powers still win the day against minions, just less overwhelmingly, and controllers still feel special. [/QUOTE]
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