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*Pathfinder & Starfinder
Solving the minion problem: Waves!
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<blockquote data-quote="-Avalon-" data-source="post: 4582986" data-attributes="member: 66363"><p>Ok, we need to work on something here, because either I am going to take offense at being called an idiot basically (lol) or because people aren't reading the entire posts I am making...</p><p></p><p>I said the sword mage has at least 2 At-Wills that can do these things... not just greenflame =) Since I do not know the names (I only know the effects), one of them is strike a guy and all adjacent take damage, the other one is a close burst 1, so is meant to just be all around him...</p><p></p><p>If I put them hugging each other, yes, that is moronic in most cases and then he takes em out no problem... if I just have them wait until the main guy charges in and use them as help to give him flanking and all else, then he whirls and kills them...</p><p></p><p>Now, I have used the minions as pure ranged attacks, they lasted longer, but they did a total of 25 pts of damage the entire fight (which is nice!) but the real mobs were taken down like punks, and the party spent 3 healing surges that entire fight...</p><p></p><p>Since 4th Edition is new, and minions are a brand new concept, I am trying to find that "magic blend" where minions are just right and real mobs are just right... but according to one podcast with a designer (my friend has it on his pc, don't remember the name of the designer) heroic tier is pretty much supposed to be candy-land and allow players to learn how to play their characters, not truly be in danger of death at any point...</p><p></p><p>Well, I come from old-school where it is important in first 5 levels to hand the characters a hard blow so they understand that death is possible (not actually kill anyone, but show em they CAN die) so that they don't feel like immortals for the entire game and all...</p><p></p><p>If there is no challenge, where is the fun? No risk, no gain....</p></blockquote><p></p>
[QUOTE="-Avalon-, post: 4582986, member: 66363"] Ok, we need to work on something here, because either I am going to take offense at being called an idiot basically (lol) or because people aren't reading the entire posts I am making... I said the sword mage has at least 2 At-Wills that can do these things... not just greenflame =) Since I do not know the names (I only know the effects), one of them is strike a guy and all adjacent take damage, the other one is a close burst 1, so is meant to just be all around him... If I put them hugging each other, yes, that is moronic in most cases and then he takes em out no problem... if I just have them wait until the main guy charges in and use them as help to give him flanking and all else, then he whirls and kills them... Now, I have used the minions as pure ranged attacks, they lasted longer, but they did a total of 25 pts of damage the entire fight (which is nice!) but the real mobs were taken down like punks, and the party spent 3 healing surges that entire fight... Since 4th Edition is new, and minions are a brand new concept, I am trying to find that "magic blend" where minions are just right and real mobs are just right... but according to one podcast with a designer (my friend has it on his pc, don't remember the name of the designer) heroic tier is pretty much supposed to be candy-land and allow players to learn how to play their characters, not truly be in danger of death at any point... Well, I come from old-school where it is important in first 5 levels to hand the characters a hard blow so they understand that death is possible (not actually kill anyone, but show em they CAN die) so that they don't feel like immortals for the entire game and all... If there is no challenge, where is the fun? No risk, no gain.... [/QUOTE]
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Solving the minion problem: Waves!
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