Quickleaf
Legend
Totally. But S'mon was saying he uses monsters at most 3 levels lower (within guidelines for an easy encounter).I think the fundamental issue is just that when you go FAR outside the encounter design guidelines that XP starts to get to be a poor indicator of difficulty.
I was thinking that a sandbox is well served by player created quests.I would just say stop attaching XP to klling enemies and tie it to achieveing objectives. Not only does it take away the dreaded "Lets stop the game to pick a fight" and the ever favorite "killing is our solution to everything cause we get XP for it", it also allows you to more tightly control XP allocation and link to to advancement as better suites your sandbox.
Well, here's how I handle minions IMC. Generally they don't cluster, but they do make good use of cover/concealment (remember they can provide it for each other) and they come in waves, preferably from more than one direction. Generally I adopt the philosophy "the minions will keep coming until strategy improves." Minions in themselves usually aren't threatening IMC. It's how they set up attacks for the tougher villains or hinder the PCs objective that makes them dangerous.I think minions are definitely an issue - very dangerous to strikers, harmless to AoE controllers. I could choose not to use minions at all in my next campaign, but that feels potentially rather baby-with-the-bathwater; I like big battles with dozens of combatants, minion rules allow that.
I use the "lair" concept too. The PCs are assaulting an Orc fortress, and after a couple encounters, they withdraw to town intending to come back and pick up where they left off. With a "lair", the PCs must face a certain # of encounters with no extended rest (or other rest limit of your choice); if the rest before then the monster (in particular the minions) re-spawn. By that I mean reicorcements arrive.
Well, stinking cloud is tricky because it's a moveable zone which inflicts auto damage to all creatures starting their turn in the zone or entering it with their own movement. So it is an excellent minion killer. But it isn't perfect.One big problem is auto damage from persistent zone effects, in this case from a Stinking Cloud. I've already toughened minions up with a damage threshold to bloody & kill, but the Wizard's minimum 8 damage was also the minimum to auto-kill my minions! I don't mind a 7th level Wizard killing dozens of mooks with one spell, but it doesn't seem right that it should generate nearly a level's worth of XP for the group!
What if there is a strong wind the wizard must account for?
What if there are innocents, hostages, or ally-ish people in the mix?
What if it is important for the PCs to maintain line of sight thru the area?
What if the minions have a means to move out of turn, like a leader's aura or at-will command? An immediate reaction power? That way they don't worry about starting in the zone as much.
What if there is an artifact granting them poison immunity?
What if a lurker is on the wizard's tail and it has a nasty opportunity attack?
I'm pretty confident that whenever the next iteration of D&D comes out, minions will be worth less XP than 1/4 the XP of a standard monster.So, hm, maybe the answer is just to focus on minion XP, as suggested above, and reduce it ad hoc to 1/2 or 1/3 depending on actual threat posed? Or even cap total session XP at say half the amount needed to level.
But even if your running a sandbox game you've got to tailor challenges to the PCs. While your group's wizard might make minions easy, a group without a controller (or your group if the wizard is down) could find a mass of minions hard. A lot of it depends of context too.
Last edited: