![]() ![]() By rewarding a high attack roll in this way the PCs made more effort to work together to flank and get combat advantage on that first hit. Originally I had them falling prone all the time on any hit, but it didn’t really make them seem that much better than regular minions. ![]() ![]() The attack score had to exceed the defense the PC was targeting by 5 or more. Now players don’t feel like a crit on a minion is a wasted 20.Īs an additional reward to PCs that bloody two-hit minions, I started having the creatures fall prone when they got hit the first time, but not automatically or all the time. In those rare instances when a PC crits a two-hit minions I’ve counted it as two hits and that minions is destroyed. The second is that some PCs can do different things against bloodied opponents than they can against non-bloodied opponents. First it lets the players know which minions will fall with a single hit and which ones still need two hits. After the first hit the minion is bloodied. However, I’ve added a couple of other quarks to the two-hit minions as I’ve refined them through play-testing. MechanicsĪs the name implies it takes two hits to destroy a two-hit minion. It took the players a couple of rounds before they realized that these were indeed minions, but they weren’t minions as they understood them. But when the first PC attacked a minion and it didn’t die the PCs had to quickly reassess the situation. In this case eight were minions, four were not. They saw 12 monsters on the board and assumed (correctly) that at least some were minions. The players had no idea what was happening. It was very unsatisfying for the players and for me as the DM. The PCs with powers that could target multiple creatures (usually the controllers) would often eliminate all the minions in one round. When I was using regular minions I found that the players, upon learning which opponents had only 1 hit point, treated the minions differently than other monsters. ![]()
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