More Minions!

March 7th, 2010

Ah minions, such a good idea, in theory! A chump who costs a fraction of the XP of a normal guy, goes down with one hit (like some many of those thugs in movies), good for flanking, chipping away at the player’s hit points, and generally making a battle feel more “epic”.

Unfortunately, minions suffer from a fatal flaw. They’re too easy to kill. This may seem like a silly statement considering they’re supposed to be one hit point chumps, but countless sessions of all the minions dying in the first round of combat has hammered the point home. Anyone who has played with minions past level 5 or so knows that they suck and are pathetically easy to kill. The original design philosophy, as I understand it, is that if a player has to spend their turn to kill a minion, then the minion has done its job. Sounds good to me! Unfortunately, this is rarely the case, even at lower levels:

Let’s take a look at 1st level powers that often nullify the “one turn/one kill” principle:

Minion Killing Powers

At-Wills: The bread and butter of heroic level heroes!

Cleave (fighter): Deal damage to a normal guy and kill the minion right next to them.

Twin Strike (ranger): Kill 1-2 minions with one standard action.

Scorching Burst (wizard): Kill 1-9 minions with one standard action.

Thunderwave (wizard): Kill 1-9 minions with one standard action and push their useless carcasses off a cliff or something.

Encounters: You might say an encounter power is a not uncostly price to pay to kill a handful of minions. You’d not only be wrong (it’s rare to kill or even bloody a normal healthy monster with 1 encounter power yet killing 2-4 minions is often relatively easy) but you’d also be missing the point that you can target one or more minions and/or normal monsters with these level 1 powers:

Divine Glow (cleric): Kill 1-9 minions and give 1-9 allies a +2 power bonus to attack rolls!

Dire Wolverine Strike (ranger): Kill 1-8 minions.

Burning Hands (wizard): Kill 1-25 minions.

Daily: Breaking out a daily to kill some minions is a big use of resources; of course, as usual, minions are just collateral damage when most of these powers come out, killed as an after thought.

Spray of Arrows (ranger): Kill 1-9 minions that just happen to be grouped with your real targets.

Swirling Leaves of Steel (ranger): Kill 1-8 minions.

Blinding Barrage (rogue): Kill 1-9 minions while blinding and damaging your real enemies.

Flaming Sphere (wizard): Perhaps the most obnoxious minion killer out there. Use a move action to sit this thing next to doomed minions and watch them explode into fire when they start their turn. It’s amusing in a kind of macabre way to imagine what goes through a minions head when he sees the flaming sphere mosey over to him. He’s not dead yet, but the end is all but inevitable. He racks his brain trying to remember if any of his allies have slide or shift powers that can save him from harms way; if they do will they bother using them on a pathetic creature like him; will they go before he’s had a chance to act (and thus die) anyway?

The powers included above are only 1st level powers from the players handbook; there are countless others in other source books and the problem just gets worse at higher levels. I’ve run games with no controllers, the classic minion killers, and the group barely blinked at groups of 8-12 minions, using various encounter powers to quickly dispatch them.

The fact that players see a need to dispatch minions quickly does perhaps speak to their danger in combat; an army of extra flankers who can dish out small bits of damage, if left unchecked, is a force to be reckoned with, but they are simply way to easy to kill. Aside from your standard close burst and blast, you’ve also got to contend with automatic damage, which can come from a number of sources. Even 1 HP of damage is enough to rip apart every minion in range.

I’ve basically resigned myself to the fact that when I include a group of minions in an encounter, I’m just throwing some free XP at my players, and I usually don’t officially count their XP towards my judge of the difficulty of an encounter.

I’ll be going over Paul’s proposed solutions to make minions have more bite and then moving onto my own solutions and ideas for how to handle these pesky and interesting 4th edition critters.

5 Minions

More minions is kind of a solution to make minions more powerful, and I’ve used this solution in a sense. My feeling is that I’m probably going to give the players the same XP for each minion anyway, since I don’t really care about throwing free XP to players, but it probably wouldn’t hurt to up minion numbers, even though I don’t think it gets to the principle problem: who cares how many minions are clumped together when I do an attack that targets all of them or unleash a blast of auto damage; they’ll die just the same.

Tougher Minions

The double damage on a 20 sounds fun, and I’d probably be up for trying it. It’s depressing as is to roll a 20 AND… still do 4 damage.
As for the minimum threshold… my question is why bother setting one? If the idea is to nerf auto damage, then just say that auto damage only bloodies minions. I’m a little dubious about this because I think the main appeal of powers like cleave is that they do kill minions outright. Cleave is a pretty lame power if it just bloodies a minion. And while fixing auto damage, this doesn’t answer the second half of the problem which is blast and bursts. These powers are a little more “fair” since you are making an attack roll, but I’ve seen combats where 5 or 6 minions were killed by one burst. That’s like one and a half guys killed outright by one power!

More Damaging Minions

I can see some appeal in this, but it doesn’t address my main problem with minions, which is that they are too easy to kill. I’m actually kind of okay with their damage output.

Hoards!

One of my proposed solutions to make minions more challenging and interesting is that when you buy a group of minions, you’re really buying the ability to introduce minions every round of the battle. So say when you buy 4 minions, you’re really buying the ability to roll 1d4 and have those minions appear (either running in from doors or being summoned or rising from the dead) each round. This helps in two ways: it means you’re throwing a lot MORE minions at the players, and it guarantees that there will be minions in the entire battle, not just the first round. It also stops minions from being too clumped together early in the battle, making for easy kills of 4-5 minions, and instead forces players to kill them 1-3 minions at a time.

I have a fun encounter (I hope!) planned where I plan to have 1d4 skeletons rise from the dead every round to attack the heroes. They’ll get XP for each minion they kill (so im kind of breaking this rule in one sense, but as I’ve said I’m not worried about giving out too much XP) and the skeletons won’t stop rising until all the main monsters are dead (they’re wearing pendants that give the place an unholy aura, allowing for the resurrection). I think this should put minions in the correct place, as a nuisance that need to be held off every round, but definitely taking a backseat to the real threats.

Minion Summoning

A related thing I’ve tried out that I believe some new monsters in the MM2 and Dragon Magazine have been doing is to give one or more monsters an ability to be able to summon minions as a minor or move action. So this way, the minion becomes an extension of the monsters power and not a threat unto itself. I’ll leave it up to the individual DMs judgement how to give out XP in these situations (either by working it into the CR of the monster or by just giving out XP per minion killed).

Ranged Minions

There aren’t a ton of ranged minions out there, but when I’ve used them I’ve found them a lot more effective than melee minions. The reason is simple: ranged minions can stand away from other monsters and plink enemies from a relatively safe distance, while melee minions have to come in close and clump together to be a threat. Thus, it’s a lot harder to target and kill a group of spread out ranged minions, while a simple close burst 1 is often enough to take out a hoard of melee guys.

Final Remarks

My favored solutions leave the minion mechanics as is, but allow for a lot more minions to join the battle throughout the combat (not just at the beginning), and favor ranged minions over melee for survivability. I still give out XP for each minion, but don’t weigh the minions as much when calculating EL for an encounter.

I think this keeps minions a threat, while keeping with the thematic principles that make minions appealing in the first place (easy to kill, easy to keep track of, make battles feel more epic).

Balancing Minions: An Experiment

March 7th, 2010

I’ve been thinking for a while that D&D minions needed some beefing up. As a player, I’d rather face four minions than one regular opponent. They only take a round or two to wipe out, and it feels like they usually don’t end up doing a lot of damage.

But what good are my anecdotal experiences with minions? D&D is SCIENCE! Since I was home sick from work, I decided to employ the Scientific Method in a series of laborious experiments.

Hypothesis

I hyphothesize that four minions fighting a single standard creature with similar stats will be crushed. If that’s the case, then I think minions are underpowered and not worth the XP they provide.

Control Group

I chose a representative, low-level creature, the Human Guard, for my experiment. He’s a level 3 soldier with 47 HP. He has no burst or area attacks; just a couple of melee attacks which are, for our purposes, identical, since doing extra damage or knocking prone on a hit can never affect a minion.
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D&D 4th Edition House Rules

March 6th, 2010

With several dozen sessions under my belt, I feel like I’ve got a good understanding of what sorts of feat/power/item/class/ability combinations are “overpowered” in the sense that they make noticeably more powerful characters than already powerful and solidly built characters. These types of characters can really hurt the game, both trivializing the game experience for encounters and making other characters feel left out or almost useless in comparison.

With that in mind, I use several house rules in my game. Normally I shy away from house rules because they often cause unintended consequences in the game or are an attempt to fix an already hopelessly unbalanced game.

I made an exception for 4th edition for a few reasons, however:

1. It feels reasonably balanced!: With several exceptions, the game feels like the designers really put a lot of thought into balancing various classes, feats, and abilities, so house ruling should be able to help!

2. It’s modular: A lot of the problems in 4th edition aren’t problems with the basic system or HUGE inequalities between classes. They’re problems with SPECIFIC feats, items, and powers! It’s much easier to house rule by simply removing things than it is to come up with new rules to take their place.

My house rules are below. General principles are listed first, followed by specific changes:

Danger Areas: If your build takes advantage of one of these qualities then it might be overpowered! I’ll be adding to this section as new combinations occur to me.

Ongoing Damage Rolls: These “fire and forget” or “fire and maintain” abilities are so powerful because not only do represent an extra source of damage beyond what you would normally do every round, but they often end up doing even more damage, since no attack roll is needed.

Multiple Attacks: The simple fact is that as a player progresses in level, the majority of a player’s damage comes from bonuses to the damage roll, not the roll itself. Consider a fairly innocuous at will attack that does 1W worth of damage. By level 11, a typical character is probably adding at least 5 (for their ability) + 3 (for their weapon or implement) on top of that and could easily be adding an extra +2 for weapon focus, extra bonuses from other feats, item bonuses (if allowed), and numerous other bonuses from weapon powers (if allowed). Thus an attack that allows multiple attacks suddenly becomes noticeably more powerful than a similar ability that gives a 2W or 3W damage roll. The thing to keep in mind with ANY power that gives multiple attacks is that every single thing that gives a bonus to damage is applying two or more times to the multiple attack, and that includes increasing the critical hit chance of a weapon! House rule accordingly!
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Cumulative Chance

February 28th, 2010

If you want to see a hilarious list of bad things that happen to a D&D character, look through the 1e DMG for the word “cumulative”. Gary invented the peculiar mechanic, which as far as I know wasn’t widely imitated in other editions and games, of the “cumulative chance”. If something had a 1% cumulative chance of happening, there was a 1% chance the first time, 2% the second, 3% the third, etc. The cumulative chance was invariably used for calculating the odds of something terrible happening to a PC.

It seems logical to have a bad event become more likely the more times you do something stupid, but “cumulative chance” is strange because normal chance is already cumulative. If there’s a regular old 1% chance of a bad outcome of an action, and you do it 50 times, your odds of triggering the outcome are reasonably close to 50%. (Actually 40%.) If you have a 10% chance of the event, it takes between 5 and 6 times to bring you to 50%.

Cumulative chances accelerate the process in a startling way. A cumulative 1% chance has a 50% chance of having triggered after only 11 uses; a cumulative 10% chance after 3 uses. Cumulative chances give you a pretty good chance to survive a handful of repetitions of a dangerous activity: then, WHAM! Brutal punishment is almost inevitable. Of course, all this is tracked secretly by the referee: the PC’s only clue is the fact that the DM makes a note and maybe gets a pokerface every time he uses the Horn of Blasting. Typical arbitrary cruelty that makes old-school gaming so hilarious.

For your enjoyment, here are some of the appearances of the cumulative chance mechanic from the 1e DMG:

-There always exists a chance of discovery, no matter how simple the mission. The base chance to be discovered is a cumulative 1% per day of time spent spying, subject to a maximum of 10%, minus the level of the spy. Even if the latter brings chance of discovery to a negative percentage, there is always a 1% chance.
[This one is peculiar: seems like a lot of calculation for something that is happening offscreen, and a good argument to hire a level-9 spy. And never shell out extra for a level-10 spy.]

-If continually provoked and irritated in order to get a response, there is a 1% cumulative chance per round that the insane individual will react with homicidal mania.

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Is this overpowered? Or, the Iron Weapon Expertise of Ruin Rule

February 26th, 2010

I like to tinker with the 4th Edition rules, which means I’m always in danger of breaking them. Luckily Rory has an infallible ability to discover broken abilities, which means that I can always pass an idea to him and he can instantly tell me the massively game-breaking implications of my proposed new mechanic.

When Rory’s not around, I use a rubric called the “Is it more powerful than Weapon Expertise, Staff of Ruin or Iron Armbands of Power?”

This feat and these two items are so good that they make it hard for competing feats/items, no matter how cool they are, to get chosen.

Weapon Expertise

It’s pretty well agreed that the Weapon Expertise and similar feats were introduced as a math fix for runaway monster defenses, and that D&D R&D intends that everyone take the feat. Luckily, except at very early levels, everyone has lots of feat slots, so you can take other, more flavorful feats in addition without feeling like you are shooting yourself in the feat. Still, under normal (non-math-fix) circumstances, I’d say that any feat that was a must-have for all characters was clearly overpowered.

Staff of Ruin

Staff of Ruin is a different matter. Every staff-using character should probably use this item. That means that every other staff is obsolete, and can only be taken by perverse players who like to play intentionally suboptimal characters – the half-orc bards among us. Most implements have daily powers, but Staff of Ruin reliably does lots of extra damage on every hit. A +1 staff of ruin that does an extra 1 item damage isn’t so unbalanced, but a +5 staff of ruin, doing 5 enhancement and 5 item damage on every hit, competes well even with many +6 magic staffs.

Not convinced? A staff of ruin is level 23. How much damage is a level 23 wizard with a +5 staff doing with encounter powers? 4d6+Int+5, or around 25 damage to each opponent, possibly with some status effect. Let’s be generous and say that with the other hit effects, a wizard encounter power is worth double its straight damage, or 50 damage. A wizard probably hits each opponent about 60% of the time, so that’s a damage expectation of 30 HP per opponent.

A +6 magic staff adds 1 to damage – let’s call it 51 damage now – and increases the chance to hit to 65%, which translates to an expectation of another 3 or so damage per opponent. So for encounter powers, with generously assessed damage, a staff +6 is worth 4 points of damage more than a staff +5. A staff of ruin +5 beats that by a point.

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do NOT put this blog inside a portable hole

February 11th, 2010

This is a blog about D&D. Expect musings, house rules, and game recaps.

The blog authors are Paul and Rory. We worked hard to come up with our usernames. We considered “Malebrax, Consumer of Souls” for Rory, and I was torn between “Carnifex, the Butcher of the Tower” and “Gladiola, Princess of Oakheart Creek”, but we eventually decided to go with our first names. Saves bandwidth.