Mercule
Adventurer
If this is not in there, someone at WotC needs a kick in the junk. I cannot believe that they haven't addressed this at all, yet.1) Creating minions
If this is not in there, someone at WotC needs a kick in the junk. I cannot believe that they haven't addressed this at all, yet.1) Creating minions
If this is not in there, someone at WotC needs a kick in the junk. I cannot believe that they haven't addressed this at all, yet.
Dungeon Master's Guide II
-It will include advice for DMs, Source
-It will have a focus on paragon level adventuring, Source
-It will have encounter building tools in it, Source
-It will detail Sigil, Source
-DMGII will extend DMGI mechanics such as monster creation, Source
-Most chapters from DMG1 will have a follow up chapter, Source
-More artifacts, Source
Because it is not necessary? It's very very simple to create minions.
It is very simple to create a minion from scratch. It is much harder to convert a 6th level or higher Brute or Soldier into a Minion when the base monster has powers that trigger when bloodied, or has regeneration. To convert that kind of monster properly, you have to remove the power. Easy enough, but how to you recalculate the XP cost if you remove an ability?
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X level minion gives Y amount of xp no matter what powers the original monsters have. I am not sure I understand the problem.
A monster is a Level X monster because of some combination of its total HP, Defenses, and its special abilities. Take away some of those special abilities, and it is now a monster of level X-Z.
I contend that if I have to remove an ability that only works if the monster has more than 1 hp (ie, something it can do when bloodied like the Goblin Berzerker), then the monster cannot be directly translated to a minion in that case without skewing the XP value it ought to give.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.