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Tough Minions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4661311" data-attributes="member: 82106"><p>Another way would be to just set a 'damage threshhold' for minions. Instead of the minion having '1 hit point' a minion can have any number of hit points (but the number should be low obviously). Any attack which does less than the minion's hit points has no effect on it, or 'bloodies' it. Any damage equal or greater kills it. You need not track the minion's 'hit points' since it doesn't take cumulative damage.</p><p></p><p>This gets rid of the 'pop all the minions with the low level blast effect power' problem, yet still leaves them very simple to administer with no bookkeeping required. As long as the damage threshold for a minion is generally within the average damage output of most basic melee attacks of a PC at roughly the level of the minion, then around 50% of melee hits will kill them, but the less potent area effect spells probably won't. If a controller wants to be SURE she gets rid of the minions, then a higher level area effect will be needed.</p><p></p><p>Minions in this system could also BE bloodied, generally after surviving any hit, at which point they only require half as much damage to kill. Still requires basically no bookkeeping except a 'bloodied' marker and yet gives some level of reward for damaging them.</p><p></p><p>This also makes the really high level minions a bit less silly. I don't know about anyone else, but it always seems a bit strange that you can have a 16th level minion that pops when it takes a point of damage. Now you can give them a reasonably high threshold, say 10 or even 20 points. At those levels a fighter can harm them, and if you use the bloodied half threshold rule he can kill them almost certainly with 2 hits, but they actually have some degree of staying power.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4661311, member: 82106"] Another way would be to just set a 'damage threshhold' for minions. Instead of the minion having '1 hit point' a minion can have any number of hit points (but the number should be low obviously). Any attack which does less than the minion's hit points has no effect on it, or 'bloodies' it. Any damage equal or greater kills it. You need not track the minion's 'hit points' since it doesn't take cumulative damage. This gets rid of the 'pop all the minions with the low level blast effect power' problem, yet still leaves them very simple to administer with no bookkeeping required. As long as the damage threshold for a minion is generally within the average damage output of most basic melee attacks of a PC at roughly the level of the minion, then around 50% of melee hits will kill them, but the less potent area effect spells probably won't. If a controller wants to be SURE she gets rid of the minions, then a higher level area effect will be needed. Minions in this system could also BE bloodied, generally after surviving any hit, at which point they only require half as much damage to kill. Still requires basically no bookkeeping except a 'bloodied' marker and yet gives some level of reward for damaging them. This also makes the really high level minions a bit less silly. I don't know about anyone else, but it always seems a bit strange that you can have a 16th level minion that pops when it takes a point of damage. Now you can give them a reasonably high threshold, say 10 or even 20 points. At those levels a fighter can harm them, and if you use the bloodied half threshold rule he can kill them almost certainly with 2 hits, but they actually have some degree of staying power. [/QUOTE]
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