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DM Resources

Greatest Hits 2011: Two-Hit Minions

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Of all the articles I wrote in 2011, the article on two-hit minions is one of the ones I’m most proud of. Most of our articles are tips, tricks and advice for how to improve your game or make it more fun; rarely do we try and introduce any new mechanics. The two-hit minion was an exception. It was a mechanic that Sterling first suggested almost two years earlier, but when we actually started using the two-hit minions regularly this article was born and the feedback was very positive.

It took a few sessions of play testing before I believe I found the right balance for running two-hit minions, and each time we tweaked the mechanic the players confirmed that it was getting better. I’ve been using two-hit minions in my games, especially D&D Encounters, for about six months now and they always make the game more interesting. The players love the rush that comes from mowing down a bunch of minions, but they really love that some of those minions have the strength to take a hit and get right back up.

I’ve also learned that the key to two-hit minions it not to overuse them. This is good advice for minions in general, but is even better advice when it comes to the two-hit variation. By switching it up and mixing regular minions in with two-hit minions, players stop making broad assumptions about monsters until they actually have a chance to engage them. They no longer assume that six identical minis are going to be minions that will fall with one hit. Now they take into consideration the possibility that some or all of them might survive a blast from the controller so they need to be ready for that eventuality.

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DM Resources Editorial

Greatest Hits 2011: My Love Affair With Minions

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

I love minions.

It has been almost a year since the original article was published and my love affair with minions has not decreased. If anything the infatuation has only increased. Since this article on minions was published I’ve taken the DM hat off and returned to the other side of the screen. Yet, even as a player I love minions. 

I take great joy in watching how my DM deploy’s his minions, how he frustrates me and other players with their tactical usage. It’s most obscene, but I take a perverse joy when all the minions gang up on the controller. I attack something else for a round just to see what will happen. 

In my mind minions truly are the best tool in the DM tool box that 4e introduced. The ability to add swarms of easy to kill, easy to use enemies is fantastic. Minions can quickly change the dynamic of any combat. Player’s are often left guessing on which monster is the minion during the initial rounds of an encounter. Where minions really stack up is when their synergies mesh with the other monsters in the encounter. 

As a player I feel truly heroic when I dispatch multiple foes with a burst or blast attack. Sure, they only have 1 hit point, but that isn’t the point. The point is what minions truly represent in the game. The fodder. My characters are supposed to be powerful, there are opponents that I am supposed to be able to vanquish with impunity. Minions fill that role. 

I hope you enjoy another read of this article. Since it was first published it has become one of our most searched articles and whether you are a DM or a player I’m sure you’ll find the value, joy and satisfaction that minions inject into combat. As I’ve said, my love affair with minions stands. I don’t see us breaking up anytime soon.

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DM Resources

Eenie, Meennie, Mini

I wasn’t a fan of minis until 4e came along. The introduction of very tactical combat made the conversion easy. I enjoy the different perspective that a large mini represents on the battlefield, how lines of sight might be affected and how the battle in general unfolds. Of course it has also led to several members of the Dungeon’s Master team to develop rather large collections of minis. Which is all to my benefit as a player and DM.

One of the questions I’m constantly debating is whether to use a mini that matches the monster they player’s are fighting. Now let me clear up that last statement. If the players are fighting a dragon, a beholder or a giant I use the appropriate mini. The dragon might not be the right colour, thought that’s usually not a problem, but the mini at least represents the monster.

Where I’m less specific is with humanoid combatants. My half-orc’s might look like humans, and my minotaurs might look like elves. As long as I have a mini on the table I’m usually satisfied.

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DM Resources

Two-Hit Minions

The two-hit minion isn’t new. We first suggested the idea over two years ago in one of our very first articles, More Than Just Minions. It was a reaction to DMs who felt that the normal minions were lacking something. I’ve felt that way for a while now and a few months ago I decided it was time to start using two-hit minions on a regular basis. The results were fantastic.

During this season of D&D Encounters we’ve been running tables with very large parties. The more heroes there are in the party, the more monsters I’ve placed on the map. However, week after week of just adding more monsters was starting to get a little bit boring, not to mention that it led to combat encounters that were taking a very long time to complete. I knew that I needed to shake things up and my solution was two-hit minions.

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. A lot of the PCs ignored them. The PCs with powers that could target multiple creatures (usually the controllers) would often eliminate all the minions in one round. It was very unsatisfying for the players and for me as the DM. Enter two-hit minions.

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DM Resources Editorial

My Love Affair With Minions

It started innocently enough. At first just one and then another. Before I knew it minions had invaded my encounters. It was so easy to just add one more. I’ve considered counselling to help me deal with my problem. The last encounter I ran my players through had 23 minions in it. I’m afraid I’ve gone too far. I’m not sure I can reconcile my love affair with minions.

I worry my players may hold the excess amount of minions they face against me. That they may grow bored with encounters as they realize that they have less and less cause to roll damage dice. Worse, I fear they all may recreate their characters and come back as controllers.

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Month in Review

Month in Review: April 2009

April was our best month yet. If you missed any of the great material we posted, here’s your chance to get caught up. We’ve only been around for three months, but in that time we’ve covered a lot of ground. Our readership has continued to grow and again we thank the loyal readers who visit us every day and comment regularly. Here are the highlights just in case you missed anything.