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Tweaking Minions
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<blockquote data-quote="Syrsuro" data-source="post: 4385891" data-attributes="member: 58162"><p>I kinda like some aspects of this as well. I'll probably add a variant of this to the options I'm considering (option D). Something like "If the attack does less than some threshold value, they are bloodied." On the other hand, this is kinda what I was going for with option B. The advantage of this is that it is more dependant upon the character's die rolls and thus they feel more 'in control'. The disadvantage is a slight increase in "bookkeeping".</p><p> </p><p>Aside: As you may have noticed, I'm a big fan of bloodying my mooks when/if they do survive. There are multiple reasons for this. First - it helps the players (and me) to keep track of which ones are damaged, Second it gives the players some sense of accomplishment even if they don't drop them with the attack, and Third it helps to obscure which creatures are minions and which are not. And this doesn't even consider benefit four - that it lets PC abilities which key off of bloodied opponents (i.e. Tiefling bloodhunt) to be relevant versus them - a minor benefit but I like to see PC abilities matter. And whether I will take advantage of potential benefit five - that it allows me to key minions abilities off of the bloodied state - remains to be seen but is unlikely, at least at low level.</p><p> </p><p>(And no, I don't want to get into the "should we tell them or not" issue. There's a thread for that. My opinion is that they should not explicitely know which are and which are not minions).</p><p> </p><p>The more I think about it, the more I lean towards a slate of "minion properties". I.e. - maybe some types of minion (e.g. Giant Rats) use the RAW (die when hit), while others (e.g. zombies) might use option D, etc.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4385891, member: 58162"] I kinda like some aspects of this as well. I'll probably add a variant of this to the options I'm considering (option D). Something like "If the attack does less than some threshold value, they are bloodied." On the other hand, this is kinda what I was going for with option B. The advantage of this is that it is more dependant upon the character's die rolls and thus they feel more 'in control'. The disadvantage is a slight increase in "bookkeeping". Aside: As you may have noticed, I'm a big fan of bloodying my mooks when/if they do survive. There are multiple reasons for this. First - it helps the players (and me) to keep track of which ones are damaged, Second it gives the players some sense of accomplishment even if they don't drop them with the attack, and Third it helps to obscure which creatures are minions and which are not. And this doesn't even consider benefit four - that it lets PC abilities which key off of bloodied opponents (i.e. Tiefling bloodhunt) to be relevant versus them - a minor benefit but I like to see PC abilities matter. And whether I will take advantage of potential benefit five - that it allows me to key minions abilities off of the bloodied state - remains to be seen but is unlikely, at least at low level. (And no, I don't want to get into the "should we tell them or not" issue. There's a thread for that. My opinion is that they should not explicitely know which are and which are not minions). The more I think about it, the more I lean towards a slate of "minion properties". I.e. - maybe some types of minion (e.g. Giant Rats) use the RAW (die when hit), while others (e.g. zombies) might use option D, etc. Carl [/QUOTE]
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