Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tough Minion variation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zinovia" data-source="post: 5129251" data-attributes="member: 57373"><p>Great idea, I'll keep that in mind when making more of these. </p><p></p><p></p><p>Given combat advantage, the rogue does the most at 3d8+9 with sly flourish (+2 rapier, backstabber feat, dex, cha). I think the sorcerer/warlock hybrid can only dish out 22 max with an at-will (d10 + bonuses). The seeker can do about 20 with an at-will. So perhaps my threshold was a little high, but it depends on what you want. I think most of the group could have one-shotted these with an encounter power. At level 7 they've each got three encounter attack powers, and the fight really lasted only 4 rounds, so spending an encounter power isn't a huge waste. These "tough minions" are a way to reduce my hp tracking and present foes that are a threat, but don't have to be whittled down from a large number of HP. For masses of cannon fodder, I'll use normal minions. </p><p></p><p></p><p>I used 3:1 for these, and I use 6:1 for normal minions. I don't feel that 4:1 accurately reflects the threat posed by minions. They just die too fast most of the time. For these guys I think 2:1 or 3:1 would be appropriate. I only use xp values for designing encounter difficulty, and don't keep track of it much for leveling. I tell the group to level up when it seems appropriate.</p><p></p><p></p><p>I think my group would flip out if there was a typical gnoll guard they were fighting that had a 25+ AC, compared to the more normal 20-23 range for the others. They are very aware of the numbers in fights, so I don't think they would like it much. I can see where just making them harder to hit would help with survivability, and simplify tracking. </p><p></p><p></p><p>Great suggestion, thanks! It sounds about right, with some variations for role as Nifft suggested. </p><p></p><p></p><p>I used the same stats as the normal version of the creature. I don't want these to be any easier to hit, or to do less damage. I just want them to die more quickly so we can get through the fight fast and the PC's feel powerful. </p><p></p><p></p><p>Same here.</p><p></p><p></p><p>That's a good idea as well. It involves tracking damage, but does get rid of the issue with auto-damage, or miss damage which is where things get weird with normal minions. Here you have the benefit of two real hits killing them, but other damage can as well; just not as quickly. It's an interesting approach, thanks for mentioning it.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5129251, member: 57373"] Great idea, I'll keep that in mind when making more of these. Given combat advantage, the rogue does the most at 3d8+9 with sly flourish (+2 rapier, backstabber feat, dex, cha). I think the sorcerer/warlock hybrid can only dish out 22 max with an at-will (d10 + bonuses). The seeker can do about 20 with an at-will. So perhaps my threshold was a little high, but it depends on what you want. I think most of the group could have one-shotted these with an encounter power. At level 7 they've each got three encounter attack powers, and the fight really lasted only 4 rounds, so spending an encounter power isn't a huge waste. These "tough minions" are a way to reduce my hp tracking and present foes that are a threat, but don't have to be whittled down from a large number of HP. For masses of cannon fodder, I'll use normal minions. I used 3:1 for these, and I use 6:1 for normal minions. I don't feel that 4:1 accurately reflects the threat posed by minions. They just die too fast most of the time. For these guys I think 2:1 or 3:1 would be appropriate. I only use xp values for designing encounter difficulty, and don't keep track of it much for leveling. I tell the group to level up when it seems appropriate. I think my group would flip out if there was a typical gnoll guard they were fighting that had a 25+ AC, compared to the more normal 20-23 range for the others. They are very aware of the numbers in fights, so I don't think they would like it much. I can see where just making them harder to hit would help with survivability, and simplify tracking. Great suggestion, thanks! It sounds about right, with some variations for role as Nifft suggested. I used the same stats as the normal version of the creature. I don't want these to be any easier to hit, or to do less damage. I just want them to die more quickly so we can get through the fight fast and the PC's feel powerful. Same here. That's a good idea as well. It involves tracking damage, but does get rid of the issue with auto-damage, or miss damage which is where things get weird with normal minions. Here you have the benefit of two real hits killing them, but other damage can as well; just not as quickly. It's an interesting approach, thanks for mentioning it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tough Minion variation
Top