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Community
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*Pathfinder & Starfinder
Tougher minions
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<blockquote data-quote="fba827" data-source="post: 5336995" data-attributes="member: 807"><p>By focusing on this aspect, you are short changing your nonstriker-built PCs. Not there is anything wrong with that, just recognize that you're encouraging striker builds in your party by having a minion rule that accounts for damage in the equation.</p><p></p><p>minions have been the hallmark of wizards and other AoE people who choose to focus not on high single target damage but rather low spread out damage. again, not a problem, just realize that's what's going on.</p><p></p><p>i.e. if you have a party with a wizard and a bunch of strikers, the wizard (or even some defenders) won't be able to contribute as much as everyone else. conversely, if your party is all strikers with roughly equal damage output potential, then no harm would come of making a minion death equation based on damage taken.</p><p></p><p>If you don't like single-hit minions, and you don't like two hit minions (one hit bloodied, one hit dead), then how about:</p><p></p><p>Every time a minion is hit, he makes a save. Success=alive; Fail = death.</p><p>since the saving throw mechanics are already made, you don't have to reinvent the wheel, just using it for an unconventional method.</p><p></p><p>Alternatively, if you do have a party full of strikers then maybe something like every round roll 1d4 (or 1d6), multiply by 10 and that is how much resistance the minion has that round (or do it per hit if you don't want to do it per round). Thus, they are still minions that will die in one hit if you beat the threshold, else, they stay alive. And because it's variable it isn't some carefully controlled thing, just a matter of luck of the dice...</p></blockquote><p></p>
[QUOTE="fba827, post: 5336995, member: 807"] By focusing on this aspect, you are short changing your nonstriker-built PCs. Not there is anything wrong with that, just recognize that you're encouraging striker builds in your party by having a minion rule that accounts for damage in the equation. minions have been the hallmark of wizards and other AoE people who choose to focus not on high single target damage but rather low spread out damage. again, not a problem, just realize that's what's going on. i.e. if you have a party with a wizard and a bunch of strikers, the wizard (or even some defenders) won't be able to contribute as much as everyone else. conversely, if your party is all strikers with roughly equal damage output potential, then no harm would come of making a minion death equation based on damage taken. If you don't like single-hit minions, and you don't like two hit minions (one hit bloodied, one hit dead), then how about: Every time a minion is hit, he makes a save. Success=alive; Fail = death. since the saving throw mechanics are already made, you don't have to reinvent the wheel, just using it for an unconventional method. Alternatively, if you do have a party full of strikers then maybe something like every round roll 1d4 (or 1d6), multiply by 10 and that is how much resistance the minion has that round (or do it per hit if you don't want to do it per round). Thus, they are still minions that will die in one hit if you beat the threshold, else, they stay alive. And because it's variable it isn't some carefully controlled thing, just a matter of luck of the dice... [/QUOTE]
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