XP/Level gain & sandboxing

It has certainly been noted that the divide between minion and standard is rather large. There's always room in there for something in between. It would be easy enough to build a stat block with half normal hit points and maybe one simple power and possibly a trait. They'd be useful as monsters that won't just fall down if you toss auto damage at them, but can still be ganked with a single solid focused hit. Going with 1/3 or 1/4 normal hit points might even be best, but you'll have to experiment a bit. Maybe make them worth 50% XP of a standard.

This is better than using lower level monsters as those will both prove pretty much ineffective, are more complicated, and probably still have a bit more hit points that you want.

My basic approach going forward in my next campaigns is to halve all monster hit points, but use more elites and solos (which I have previously avoided); converting some standard monsters in published adventures to elites as appropriate. Encounters can be run a couple levels higher to maintain the threat level. XP from non-minions will thus be more generous; I have found it rather stingy, esp compared to minion XP. And I may reduce XP for lower level monsters, say 1/2 XP if more than 3 levels below party level.
 

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This is better than using lower level monsters as those will both prove pretty much ineffective, are more complicated, and probably still have a bit more hit points that you want.

The alternatives I've been toying with for mooks:

1. Minions ca 2 levels above PC level, with a damage threshold (1/2 level+5) to kill, half that to bloody.

or

2. Standard monsters ca 2 levels below PC level, with half hit points, and simple, rather minion-like design.

#2 is worth twice as much XP as #1, but that's not a big problem.
 

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