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Tweaking Minions
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<blockquote data-quote="DanmarLOK" data-source="post: 4385860" data-attributes="member: 71480"><p>What I'm doing (as I agree with the OP) is that minions become more Mooklike ala True 20 and they now have a toughness rating. I'm setting this as the average damage of a an appropriate level players at will damage (maybe +1). If the player doesn't deal X damage to the Mook it's unaffected. On average they'll go down a little under 50% of the time. Our current record is a mook that lasted three hits but usually it's 1 or 2 hits. You could also set it up as a Resist Damage X on all damages power for the minions. This does negate the dragonborn's breath racial to a large extent if your fights have lots of mooks and not so much others but honestly I'm not all that fond of it anyway. Dragonborn get aoe breath weapon and elves get to re-roll one dice. But that's anothe thread. </p><p></p><p>I'm setting it to the players damage so it's the player that decides the fate of the mook rather than giving each mook a power that says something like, "Just a scratch: When hit with an attack that would normally kill a minion, minion rolls a Save to avoid death." and then it's DM that decides if the minion dies. I'd rather put the glory and the despair on the player so that they leave saying "If the damn dm hadn't of rolled so well on their saves we'd of won that fight!" I want them to say, "Man if we could have just rolled some real damage we'd of won that." Or the inverse, "man did you see how we tore through those guys?!" instead of "DM's dice rolls sucked tonight."</p><p></p><p>Such a option also helps hide mooks from the players. They're not sure if they didn't kill something because they rolled low on damage or if it's because it's a 'real' monster and they have to be a little cautious. It got rid of the "Those are just minions, Steve (the dragonborn) go breath on those and kill them all while we take care of these guys here." for sure.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4385860, member: 71480"] What I'm doing (as I agree with the OP) is that minions become more Mooklike ala True 20 and they now have a toughness rating. I'm setting this as the average damage of a an appropriate level players at will damage (maybe +1). If the player doesn't deal X damage to the Mook it's unaffected. On average they'll go down a little under 50% of the time. Our current record is a mook that lasted three hits but usually it's 1 or 2 hits. You could also set it up as a Resist Damage X on all damages power for the minions. This does negate the dragonborn's breath racial to a large extent if your fights have lots of mooks and not so much others but honestly I'm not all that fond of it anyway. Dragonborn get aoe breath weapon and elves get to re-roll one dice. But that's anothe thread. I'm setting it to the players damage so it's the player that decides the fate of the mook rather than giving each mook a power that says something like, "Just a scratch: When hit with an attack that would normally kill a minion, minion rolls a Save to avoid death." and then it's DM that decides if the minion dies. I'd rather put the glory and the despair on the player so that they leave saying "If the damn dm hadn't of rolled so well on their saves we'd of won that fight!" I want them to say, "Man if we could have just rolled some real damage we'd of won that." Or the inverse, "man did you see how we tore through those guys?!" instead of "DM's dice rolls sucked tonight." Such a option also helps hide mooks from the players. They're not sure if they didn't kill something because they rolled low on damage or if it's because it's a 'real' monster and they have to be a little cautious. It got rid of the "Those are just minions, Steve (the dragonborn) go breath on those and kill them all while we take care of these guys here." for sure. [/QUOTE]
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