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General Tabletop Discussion
*Pathfinder & Starfinder
Solving the minion problem: Waves!
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<blockquote data-quote="Skallgrim" data-source="post: 4571488" data-attributes="member: 79271"><p>Honestly, I use the normal minions in waves quite often. I really try to make sure that they make good use of cover and concealment, don't bunch up conveniently, and otherwise behave fairly tactically (limited by their own intelligence, of course). I had one poorly thought out encounter where a lot of the minions died to one good attack (earning our wizard the nickname "The Room-Broom"), and after that, I try to behave more sensibly.</p><p></p><p>Also, I find that minions are the perfect addition to encounters when the PCs skip or bypass an encounter (and the resultant XP), or are on the cusp of a convenient place for level advancement (if they get a little more xp, they'll go up a level at a point where it makes narrative sense to be able to level up and retrain).</p><p></p><p>Minions are like Jello. There's always room for minions.</p><p></p><p>I don't however, think I would add them back if they were "wasted" (unless I added more xp too). The players get the xp for behaving cleverly. If they were able to remove a threat at little or no risk to themselves, that's what I WANT to encourage. The rogue who sneak attacks an unsuspecting guard and kills him didn't risk herself much either, but she gets the XP (and there's not another guard). </p><p></p><p>However, if your players enjoy the challenge (especially if you don't tell them you're recycling the easy kills) and have fun, then who am I to argue?</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4571488, member: 79271"] Honestly, I use the normal minions in waves quite often. I really try to make sure that they make good use of cover and concealment, don't bunch up conveniently, and otherwise behave fairly tactically (limited by their own intelligence, of course). I had one poorly thought out encounter where a lot of the minions died to one good attack (earning our wizard the nickname "The Room-Broom"), and after that, I try to behave more sensibly. Also, I find that minions are the perfect addition to encounters when the PCs skip or bypass an encounter (and the resultant XP), or are on the cusp of a convenient place for level advancement (if they get a little more xp, they'll go up a level at a point where it makes narrative sense to be able to level up and retrain). Minions are like Jello. There's always room for minions. I don't however, think I would add them back if they were "wasted" (unless I added more xp too). The players get the xp for behaving cleverly. If they were able to remove a threat at little or no risk to themselves, that's what I WANT to encourage. The rogue who sneak attacks an unsuspecting guard and kills him didn't risk herself much either, but she gets the XP (and there's not another guard). However, if your players enjoy the challenge (especially if you don't tell them you're recycling the easy kills) and have fun, then who am I to argue? [/QUOTE]
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Solving the minion problem: Waves!
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