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Tough Minions
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<blockquote data-quote="DanmarLOK" data-source="post: 4360137" data-attributes="member: 71480"><p>I used what I'm calling a Mook idea based on something someone posted about on the 4th ed forums. It's very much like the Mook + Toughness in True 20 and Mook + (something that I forget) in Savage Worlds (never played SW). And similiar to the second poster.</p><p></p><p>Essentially the idea is the upgraded Minion has a damage threshold OR a saving throw depending on which floats your boat more. The damage threshold should be roughly the average damage dealt for that level of PC. For example for level 1, I'd suggest probably 7 or 8 as the threshold value. 5 is too low even at level 1. They're still just Minions with those values. </p><p></p><p>System a) the Toughness Check (ala True 20) means that when a upgraded Minion takes damage unless the damage beats the toughness value (damage resistence) or whatever the minion is unharmed and shrugs it off. So on average one out of every two minions will die to one hit and the other will take 2 hits. On average. And no bookkeeping in involved. </p><p></p><p>System b) goes something like "When hit the Minion makes a standard save to avoid death". If the minion makes its save it's unharmed and we go on so roughly 9 out of every 20 hits will kill a Minion.</p><p></p><p>I favor the first type of system because that puts all the responsiblity on the Player to do well. They need to roll average damage to kill the minion.</p><p></p><p>System b means no matter what the player rolls, as long as he hits then it's up to the DM to determine if the minion dies. </p><p></p><p>The first 'feels' better to me as a DM and after testing to my players. </p><p></p><p>The second allows the DM the ability to fudge things. If he seriously needs a minion down then the minion fails, or if it's been too easy the minion makes it. </p><p></p><p>Anyway, not trying to derail the thread or say the OP is bad, just offering up some of the other posted notions in this regard. </p><p></p><p>Which apparently is a pretty common occurance, people feeling Minions are a little too glass jawed. </p><p></p><p>In fact, prior to playtesting I had Mooks 'cost' 50 xp versus Minions 25 xp but I set their Toughness value at 5 and frankly that's most attacks minimums. </p><p></p><p>After playtesting I'm going to set, at first level, the Toughness value to 8 and try it with ALL minions having that so no creature goes dead just because a player rolled a hit. While it's very 'cool' to see a dragonborn kill 6 minions by breathing on them because they only need one point of damage, it seems to trivialize the battle to both me and the players. And when your players are going, "Uh those things are kinda lame." it's time to rethink things. </p><p></p><p>D</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4360137, member: 71480"] I used what I'm calling a Mook idea based on something someone posted about on the 4th ed forums. It's very much like the Mook + Toughness in True 20 and Mook + (something that I forget) in Savage Worlds (never played SW). And similiar to the second poster. Essentially the idea is the upgraded Minion has a damage threshold OR a saving throw depending on which floats your boat more. The damage threshold should be roughly the average damage dealt for that level of PC. For example for level 1, I'd suggest probably 7 or 8 as the threshold value. 5 is too low even at level 1. They're still just Minions with those values. System a) the Toughness Check (ala True 20) means that when a upgraded Minion takes damage unless the damage beats the toughness value (damage resistence) or whatever the minion is unharmed and shrugs it off. So on average one out of every two minions will die to one hit and the other will take 2 hits. On average. And no bookkeeping in involved. System b) goes something like "When hit the Minion makes a standard save to avoid death". If the minion makes its save it's unharmed and we go on so roughly 9 out of every 20 hits will kill a Minion. I favor the first type of system because that puts all the responsiblity on the Player to do well. They need to roll average damage to kill the minion. System b means no matter what the player rolls, as long as he hits then it's up to the DM to determine if the minion dies. The first 'feels' better to me as a DM and after testing to my players. The second allows the DM the ability to fudge things. If he seriously needs a minion down then the minion fails, or if it's been too easy the minion makes it. Anyway, not trying to derail the thread or say the OP is bad, just offering up some of the other posted notions in this regard. Which apparently is a pretty common occurance, people feeling Minions are a little too glass jawed. In fact, prior to playtesting I had Mooks 'cost' 50 xp versus Minions 25 xp but I set their Toughness value at 5 and frankly that's most attacks minimums. After playtesting I'm going to set, at first level, the Toughness value to 8 and try it with ALL minions having that so no creature goes dead just because a player rolled a hit. While it's very 'cool' to see a dragonborn kill 6 minions by breathing on them because they only need one point of damage, it seems to trivialize the battle to both me and the players. And when your players are going, "Uh those things are kinda lame." it's time to rethink things. D [/QUOTE]
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