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Tough Minion variation
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<blockquote data-quote="Arlough" data-source="post: 5128497" data-attributes="member: 79335"><p><strong>Tougher Minions</strong></p><p></p><p>The 10 + (2*Level) = HP seems a good way to do it, I will have to try that in some skirmishes and see how it turns out. Do you use the same defenses as minions, or do you drop them to be the same as a soldier/brute/etc of the same level?</p><p></p><p>I've been doing two different kind of minions, depending on the effect I want.</p><p>Sometimes, I just want my players to feel the joy of wading through a sea of enemies, hacking a path to safety/danger. For those instances, I just use standard minions.</p><p></p><p>For the other kind, where I want something somewhat threatening because they don't know what they face, I take a standard monster and give it vulnerable it's bloodied value to attack powers. Ongoing damage or damage from other sources (e.g. Bloodpulse) do not count at attack powers for the purpose of this vulnerability. Also, they show as bloodied at 1/4 HP.</p><p>Misses deal damage, but don't benefit from the vulnerability.</p><p>I call these Minionized monsters, and consider them to be more worth the 1/4 exp.</p><p></p><p>This guarantees a 2 hit kill, but still leaves the option of killing in one hit, but the player's don't know which ones are the unlucky combatants because they all appear the same unless someone gets a high monster knowledge check. Even then, the player only knows that one is a runt.</p><p></p><p>Seems to work well at keeping the play exciting and the victory thrilling.</p><p></p><p>Also, I really don't like the way this is worded, but I am having trouble phrasing it better. Due to that, I would like to say </p><p>1) Sorry for the poor verbage. </p><p>2) Can anyone help me word this in a more elegant manner.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5128497, member: 79335"] [b]Tougher Minions[/b] The 10 + (2*Level) = HP seems a good way to do it, I will have to try that in some skirmishes and see how it turns out. Do you use the same defenses as minions, or do you drop them to be the same as a soldier/brute/etc of the same level? I've been doing two different kind of minions, depending on the effect I want. Sometimes, I just want my players to feel the joy of wading through a sea of enemies, hacking a path to safety/danger. For those instances, I just use standard minions. For the other kind, where I want something somewhat threatening because they don't know what they face, I take a standard monster and give it vulnerable it's bloodied value to attack powers. Ongoing damage or damage from other sources (e.g. Bloodpulse) do not count at attack powers for the purpose of this vulnerability. Also, they show as bloodied at 1/4 HP. Misses deal damage, but don't benefit from the vulnerability. I call these Minionized monsters, and consider them to be more worth the 1/4 exp. This guarantees a 2 hit kill, but still leaves the option of killing in one hit, but the player's don't know which ones are the unlucky combatants because they all appear the same unless someone gets a high monster knowledge check. Even then, the player only knows that one is a runt. Seems to work well at keeping the play exciting and the victory thrilling. Also, I really don't like the way this is worded, but I am having trouble phrasing it better. Due to that, I would like to say 1) Sorry for the poor verbage. 2) Can anyone help me word this in a more elegant manner. [/QUOTE]
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