What can we expect from DMG2

Hey Jack, I'm wondering how I would do a troll minion and I'm not finding it easy like you say. I know I've picked a hard one to model because of regeneration, so I'm having to create a new power that captures the essence of regeneration but at the minion scale. So, there are definitely exceptions to the "minions are easy" motto.
Maybe a save against death? Or, perhaps, if they make the save then they "die" but get back up in the next round of combat (unless it was fire/acid damage, of course). Something like that would make sense, IMO. Trolls are a bit weird to have as a minion because they have the stereotypical brute strength & regeneration aspects to them, but that might help.
 

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What I Think.

I would like to see design for large scale dungeons and how to keep encounters within a reasonable time frame so I'm not up until 3:30am finishing a module! B-):devil:
 

One thing that I am sure will be in the book will be suggestions for running D&D with far more ability for player input into what most players feel are DM-only areas. For example, take DMG pg 42 (the best page in the book): there are rules there for giving reasonable actions to PCs who take advantage of the elements of the setting, but there is not enough there to encourage players to add to the setting. Part of the DMG II will be about how to free up narrative control to the players as a whole.
 




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