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Solving all minion issues (long)
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<blockquote data-quote="KarinsDad" data-source="post: 4737291" data-attributes="member: 2011"><p>DND is not a game in a vacuum. The DM has to be aware of many things. One of those is the DMG suggestion to NOT use 20 minions.</p><p></p><p>Any 20 first level minions targeting one PC will do a lot of damage because 8-10 of those minions will hit. It doesn't matter if it is 8-10 hits at 4 points, or 8-10 hits at 6.5 points.</p><p></p><p>If the DM ignores the suggestions in the DMG, he gets what he pays for.</p><p></p><p>I do understand your issue here. As DM, it is my responsibility to ensure that any changes that I make to the rules are if not totally balanced, at least controlled.</p><p></p><p>In this case, I would never have 20 minions because I rarely use normal minions. I use "tough minions" that get double XP. These minions fall after 1-3 hits depending (50% on one hit, 25% on two hits, 25% on three hits, or on 1.75 hits on average), they do average monster damage instead of wimpy damage, and they can even critical a PC.</p><p></p><p>So at most, there would only be 10 tougher minions in a standard encounter assuming that I did not follow the DMG guideline and have a controller or artillery with fewer minions (which would be more likely, I tend to try to make interesting encounters instead of just a mob of foes).</p><p></p><p>And even if a PC falls, there will almost always be another PC there to heal him back. Stuff happens. So as DM, I try to give my players the tools they will need to overcome unusual or unexpected adversity.</p><p></p><p>Even with the core minion rules, the dice can go cold for the players and hot for the DM and 20 core first level minions can TPK a party.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4737291, member: 2011"] DND is not a game in a vacuum. The DM has to be aware of many things. One of those is the DMG suggestion to NOT use 20 minions. Any 20 first level minions targeting one PC will do a lot of damage because 8-10 of those minions will hit. It doesn't matter if it is 8-10 hits at 4 points, or 8-10 hits at 6.5 points. If the DM ignores the suggestions in the DMG, he gets what he pays for. I do understand your issue here. As DM, it is my responsibility to ensure that any changes that I make to the rules are if not totally balanced, at least controlled. In this case, I would never have 20 minions because I rarely use normal minions. I use "tough minions" that get double XP. These minions fall after 1-3 hits depending (50% on one hit, 25% on two hits, 25% on three hits, or on 1.75 hits on average), they do average monster damage instead of wimpy damage, and they can even critical a PC. So at most, there would only be 10 tougher minions in a standard encounter assuming that I did not follow the DMG guideline and have a controller or artillery with fewer minions (which would be more likely, I tend to try to make interesting encounters instead of just a mob of foes). And even if a PC falls, there will almost always be another PC there to heal him back. Stuff happens. So as DM, I try to give my players the tools they will need to overcome unusual or unexpected adversity. Even with the core minion rules, the dice can go cold for the players and hot for the DM and 20 core first level minions can TPK a party. [/QUOTE]
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