What is your favorite Minion house rule

I give them 5+level hp instead of 1.

Basically, any real hit takes them down most of the time, but stat damage won't and often just a die roll won't either.
My last campaign I used something similar (I don't recall the specifics right now), but what I was after is an AoE power would have 50/50 chance to one shot a minion but a hit would always bloody it and a second hit would kill it. Almost always, a single target power (esp by a Striker) would outright kill it.
 

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My last campaign I used something similar (I don't recall the specifics right now), but what I was after is an AoE power would have 50/50 chance to one shot a minion but a hit would always bloody it and a second hit would kill it. Almost always, a single target power (esp by a Striker) would outright kill it.

Sounds very close to my target...
 

Not so much house rules, but:

Sudden Apparition: Enemies not adjacent to it do not have line of effect to the [minion].

Die Hard: When dropped to 0 hps, the [minion] is stunned until the start of it's next turn, when it must make a save, on a success, it is dazed instead, until the end of it's turn, when it becomes stunned again. The [minion] can be 'finished' by an adjacent enemy as a Standard Action. Unless stabilized with a Heal check,at the end of the encounter or after 5 minutes of mortal agony, the [minion] finally dies.

(OK, that one was more about "the world you're visiting is really kinda awful...")

Mirror Mirror: (Immediate Interrupt) Trigger: [the Boss] is targeted by a ranged or melee attack. The [minion] and the [the boss] trade places and the attack is resolved against [the minion].

Lurk Between Worlds: The [minion] is removed from play until it uses Facehugger.
Facehugger: (Immediate Interrupt) Trigger: an enemy phases or teleports from or to a square within 10 of the one the [minion] last occupied. Attack: +XOMG vs REF. Hit: OUCH damage and blinded (escape ends).
(They were like 29th level, I can't remember the exact numbers, but they didn't miss often).


OK, house rule or two, for allied minions:

When a minion aiding you in a combat encounter dies, it's exp value is deducted from the exp gained for the encounter.

When a minion drops, it's not killed, but removed from the fight. An effect that would let it spend a surge, a Heal check, or non-surge healing can bring it back into the fight. At the end of the encounter, a Heal check will save it's life.

A similar minion trait another DM used went something like: When [the minion] is reduced to 0 hps he is unconscious & making death saves. If you use a healing power on him, he is returned to 1 hp and you decide his actions until the next time he's dropped.
We wasted so much healing on that guy. ;)
 

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