Relecs
2012-01-27, 03:28 AM
Hey Giants,
So right now I'm working on a virtually no magic setting for pathfinder (e6) in addition to this I'm working in a vitality/wound point system. In addition to this I want to work in minions, I've looked at some of the threads on the board about minions and I would like to start by saying:
Disclaimer/Warning
I am going to create a minions system, I will not be talked out of it, so either help (helping is preferable) or do not post, there is no reason to explain why minions absolutely won't work and how I should give up, because I won't; I'm stubborn that way. If you think that a particular rule proposed by myself or someone else is bad say so and explain why but do not just state that it is a bad idea without further explination.
I'll start with a quick overview of the vitality/wound system as I believe it will have an impact on the minion system.
Vitality Wounds
Characters have vitality points equal to whatever their hitpoints would usually be (d10+con for a fighter, d8+con for a rogue, etc.) In addition to this all characters have wound points equal to 2+constitution modifier. Vitality points are lost just like regular hitpoints based on damage rolled. Wound points however are lost differently, after all vitality points have been exhausted players will lose 1 wound per hit no matter what damage is dealt. I'm playing with the concept of "elite/boss" monsters dealing wounds equal to 1/targets constitution score (when hitting a rogue with a con of 12 the rogue takes 1 wound when the elite rolls between 1-23 damage and takes 2 between 24-35 damage, etc.).
Upon taking a wound we look at how much the attacker hit by, if the roll was between ...
1-4 higher than the targets ac then it was just a flesh wound bringing the character that much closer to death but providing no penalties (eg. shallow cut)
5-9 higher than the targets ac then it is a minor wound applying some sort of penalty which will last until combat is over (eg. deep cut )
10-14 higher than the targets ac then it is a moderate wound which will persist in penalizing the character until he receives medical attention (eg. broken arm)
16-19 higher than the targets ac this is a major wound and can result in permanent penalties (eg. severed limb)
20+ higher than the targets ac, this is a fatal wound and will result in death unless immediate medical attention is received, and even the the outlook is bleak (eg. throat slashed open)
Vitality points restore fully between battle (some wound penalties may hinder this) while wounds recover only with rest or possibly medical care, some wounds are permanent.
This system is meant to allow multiple battles without rest but where danger is still present.
Feedback and (constructive) criticism of this system is welcome and would be much appreciated.
Onto the Minions...
Now here is the next part, I want the heroes to be able to wade through multiple enemies and feel heroic but I don't want them to be able to just ignore them and focus on the BBEG, in addition to this I want minions to be essentially no paper work, allowing me to throw them at the party without bogging down gameplay.
So this is the initial rough version I propose. Rather than making minion a template I apply to an individual creature I just make a generic creature called "minion" and flavour it through roleplaying rather than giving it any unique combat aspects.
Now a few thoughts on it statistically
one hit ko
relatively low damage
able to hit the party members
the absence of spellcasters (because this is a low magic setting) means area of effects will be lacking making them more challenging (feats such as cleave or whirlwind may help to balance this but this is up to players to pick these)
they possibly need some mechanic allowing them to gang up or to support a more powerful ally
My initial thought was to have them with...
5+average party level to hit (possibly also for cmb)
10+average party level AC (possibly also for cmd)
1/2 average party level for saves (less important with no spellcasters around)
The minion section is where I am most uncertain critique and comments would be greatly appreciated.
Help me playground you're my only hope...
Relecs.
EDIT: forgot to give credit where it is deserved, I'm borrowing the initial minion stats from a forum poster by the name of dok who posted this on this other forum (http://okayyourturn.yuku.com/topic/18072/Importing-the-4E-Minon-mechanic-to-3-5?page=1#.TyJVLPk8CSo)
So right now I'm working on a virtually no magic setting for pathfinder (e6) in addition to this I'm working in a vitality/wound point system. In addition to this I want to work in minions, I've looked at some of the threads on the board about minions and I would like to start by saying:
Disclaimer/Warning
I am going to create a minions system, I will not be talked out of it, so either help (helping is preferable) or do not post, there is no reason to explain why minions absolutely won't work and how I should give up, because I won't; I'm stubborn that way. If you think that a particular rule proposed by myself or someone else is bad say so and explain why but do not just state that it is a bad idea without further explination.
I'll start with a quick overview of the vitality/wound system as I believe it will have an impact on the minion system.
Vitality Wounds
Characters have vitality points equal to whatever their hitpoints would usually be (d10+con for a fighter, d8+con for a rogue, etc.) In addition to this all characters have wound points equal to 2+constitution modifier. Vitality points are lost just like regular hitpoints based on damage rolled. Wound points however are lost differently, after all vitality points have been exhausted players will lose 1 wound per hit no matter what damage is dealt. I'm playing with the concept of "elite/boss" monsters dealing wounds equal to 1/targets constitution score (when hitting a rogue with a con of 12 the rogue takes 1 wound when the elite rolls between 1-23 damage and takes 2 between 24-35 damage, etc.).
Upon taking a wound we look at how much the attacker hit by, if the roll was between ...
1-4 higher than the targets ac then it was just a flesh wound bringing the character that much closer to death but providing no penalties (eg. shallow cut)
5-9 higher than the targets ac then it is a minor wound applying some sort of penalty which will last until combat is over (eg. deep cut )
10-14 higher than the targets ac then it is a moderate wound which will persist in penalizing the character until he receives medical attention (eg. broken arm)
16-19 higher than the targets ac this is a major wound and can result in permanent penalties (eg. severed limb)
20+ higher than the targets ac, this is a fatal wound and will result in death unless immediate medical attention is received, and even the the outlook is bleak (eg. throat slashed open)
Vitality points restore fully between battle (some wound penalties may hinder this) while wounds recover only with rest or possibly medical care, some wounds are permanent.
This system is meant to allow multiple battles without rest but where danger is still present.
Feedback and (constructive) criticism of this system is welcome and would be much appreciated.
Onto the Minions...
Now here is the next part, I want the heroes to be able to wade through multiple enemies and feel heroic but I don't want them to be able to just ignore them and focus on the BBEG, in addition to this I want minions to be essentially no paper work, allowing me to throw them at the party without bogging down gameplay.
So this is the initial rough version I propose. Rather than making minion a template I apply to an individual creature I just make a generic creature called "minion" and flavour it through roleplaying rather than giving it any unique combat aspects.
Now a few thoughts on it statistically
one hit ko
relatively low damage
able to hit the party members
the absence of spellcasters (because this is a low magic setting) means area of effects will be lacking making them more challenging (feats such as cleave or whirlwind may help to balance this but this is up to players to pick these)
they possibly need some mechanic allowing them to gang up or to support a more powerful ally
My initial thought was to have them with...
5+average party level to hit (possibly also for cmb)
10+average party level AC (possibly also for cmd)
1/2 average party level for saves (less important with no spellcasters around)
The minion section is where I am most uncertain critique and comments would be greatly appreciated.
Help me playground you're my only hope...
Relecs.
EDIT: forgot to give credit where it is deserved, I'm borrowing the initial minion stats from a forum poster by the name of dok who posted this on this other forum (http://okayyourturn.yuku.com/topic/18072/Importing-the-4E-Minon-mechanic-to-3-5?page=1#.TyJVLPk8CSo)