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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Vs. Minions: Why are combats so long?
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<blockquote data-quote="Victim" data-source="post: 5140497" data-attributes="member: 78"><p>Enemies tend to have better AC than other defenses, so using powers besides basic attacks can hit the other defenses and thus be more accurate. Also, many powers provide a benefit to the user like healing, temp HP, free attacks, movement, etc, rather than a penalty to the enemy. Sometimes minions do weird things like explode when they die, so Push or Slide powers can punt them far enough that your team isn't in the blast radius.</p><p></p><p>A minion heavy battle that runs quickly could also be completely trivial. It doesn't matter how fast they are if no one runs them because it's so easy. For example, our cleric has an enemies only close burst 8! 1 round and more than half the minions nearby are down. And then our defender has some big close bursts too. If you want the minions to not die immediately later on, then it's better if they're dispersed range attackers or they come in a few at a time (which only really works well with some other threat, otherwise it's just whack a mole as they enter the battle). Both of which are going to increase DM handling time since he has to manage 16 individual positions with care or deal with the enemies and the flow rate.</p><p></p><p>Making the combats faster isn't really a good thing if you're also stripping out pretty much everything interesting about them.</p></blockquote><p></p>
[QUOTE="Victim, post: 5140497, member: 78"] Enemies tend to have better AC than other defenses, so using powers besides basic attacks can hit the other defenses and thus be more accurate. Also, many powers provide a benefit to the user like healing, temp HP, free attacks, movement, etc, rather than a penalty to the enemy. Sometimes minions do weird things like explode when they die, so Push or Slide powers can punt them far enough that your team isn't in the blast radius. A minion heavy battle that runs quickly could also be completely trivial. It doesn't matter how fast they are if no one runs them because it's so easy. For example, our cleric has an enemies only close burst 8! 1 round and more than half the minions nearby are down. And then our defender has some big close bursts too. If you want the minions to not die immediately later on, then it's better if they're dispersed range attackers or they come in a few at a time (which only really works well with some other threat, otherwise it's just whack a mole as they enter the battle). Both of which are going to increase DM handling time since he has to manage 16 individual positions with care or deal with the enemies and the flow rate. Making the combats faster isn't really a good thing if you're also stripping out pretty much everything interesting about them. [/QUOTE]
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Vs. Minions: Why are combats so long?
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