I started writing this in the skirmish topic, but decided it was a bit too hijacky and so it gets it's own thread.
I want tougher minions (if you don't that's fine too;-). I want fast combats, which standard creatures are often not ideal for. And I don't want to go to the trouble of creating a half creature that sits between minions and standards on the power chart. I like a certain level of uncertainty, the anticipation of a damage roll, which current minions completely fail to provide.
I am not a big fan of simple multi-hit minions. Unless you have some sort of scaling it takes away form the advantages of being the high damage character, and the fun of a good damage roll. If you said that attacks that do 10 or more count as 2 hits that could work for me (you could alter this by level, but I am not sure what a good alterations formula would be off the top of my head).
For me I am thinking a damage "check" by the minion. something like (10+((damage-1/2 level)[MIN 0])) or higher and the minion survives the blow (this replaces the minions aren't damaged on a miss rule so you can reaping strike minions). Sounds more complicated than it is, ideally you would preroll and list with the minion if the minion somehow survives the three rolls you premade he dies the next time he takes damage. Ex: minion one 0 (first roll was 6) minion two 8, 9, 0 (rolls of 18, 19 and 3). If the minions are higher than first level you just increase the number (minion one wouldn't change, and minion two would be 23, 24, 0 if they were 30th level).
These guys would be tougher, but minions were not a great encounter budget choice to begin with, that and the ability to damage them on a miss seems like it should allow them to slip into a game without any extra balancing.
Thoughts?
I want tougher minions (if you don't that's fine too;-). I want fast combats, which standard creatures are often not ideal for. And I don't want to go to the trouble of creating a half creature that sits between minions and standards on the power chart. I like a certain level of uncertainty, the anticipation of a damage roll, which current minions completely fail to provide.
I am not a big fan of simple multi-hit minions. Unless you have some sort of scaling it takes away form the advantages of being the high damage character, and the fun of a good damage roll. If you said that attacks that do 10 or more count as 2 hits that could work for me (you could alter this by level, but I am not sure what a good alterations formula would be off the top of my head).
For me I am thinking a damage "check" by the minion. something like (10+((damage-1/2 level)[MIN 0])) or higher and the minion survives the blow (this replaces the minions aren't damaged on a miss rule so you can reaping strike minions). Sounds more complicated than it is, ideally you would preroll and list with the minion if the minion somehow survives the three rolls you premade he dies the next time he takes damage. Ex: minion one 0 (first roll was 6) minion two 8, 9, 0 (rolls of 18, 19 and 3). If the minions are higher than first level you just increase the number (minion one wouldn't change, and minion two would be 23, 24, 0 if they were 30th level).
These guys would be tougher, but minions were not a great encounter budget choice to begin with, that and the ability to damage them on a miss seems like it should allow them to slip into a game without any extra balancing.
Thoughts?