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	<title>Minions - Revision history</title>
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	<updated>2026-05-08T07:19:46Z</updated>
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		<id>http://wiki.gralamin.com/index.php?title=Minions&amp;diff=164&amp;oldid=prev</id>
		<title>Gralamin: Created page with &quot;{{4eHomebrew}} These Mechanics were created by Yakk. I&#039;m just shamelessly stealing them.  This is a rule variant to make Minions capable. It basically works the following way:  ==Number of Minions== With this variant, Yakk recommends a minion ratio 4:1 in heroic, 5:1 in paragon, and 6:1 in epic. (Minions:NormalCreatures)  ==Minion Stats== *Minions can be damaged on a miss *Minions have HP equal to their level. *Minions do roughly 25% to 50% more damage if they are from t...&quot;</title>
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		<updated>2023-12-15T18:49:25Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{4eHomebrew}} These Mechanics were created by Yakk. I&amp;#039;m just shamelessly stealing them.  This is a rule variant to make Minions capable. It basically works the following way:  ==Number of Minions== With this variant, Yakk recommends a minion ratio 4:1 in heroic, 5:1 in paragon, and 6:1 in epic. (Minions:NormalCreatures)  ==Minion Stats== *Minions can be damaged on a miss *Minions have HP equal to their level. *Minions do roughly 25% to 50% more damage if they are from t...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{4eHomebrew}}&lt;br /&gt;
These Mechanics were created by Yakk. I&amp;#039;m just shamelessly stealing them.&lt;br /&gt;
&lt;br /&gt;
This is a rule variant to make Minions capable. It basically works the following way:&lt;br /&gt;
&lt;br /&gt;
==Number of Minions==&lt;br /&gt;
With this variant, Yakk recommends a minion ratio 4:1 in heroic, 5:1 in paragon, and 6:1 in epic. (Minions:NormalCreatures)&lt;br /&gt;
&lt;br /&gt;
==Minion Stats==&lt;br /&gt;
*Minions can be damaged on a miss&lt;br /&gt;
*Minions have HP equal to their level.&lt;br /&gt;
*Minions do roughly 25% to 50% more damage if they are from the monster manual. (Monster Manual 2 has upped minion damage already).&lt;br /&gt;
*Minions have a +1 bonus to all defenses.&lt;br /&gt;
*When creating your own minions, shoot for average or just under average damage.&lt;br /&gt;
&lt;br /&gt;
==Minions as a Collective==&lt;br /&gt;
Each group of minions, or possibly all minions, in an encounter share a Damage pool.&lt;br /&gt;
&lt;br /&gt;
===Damage Pool===&lt;br /&gt;
When a minion is attacked and dealt damage, the following algorithm is used:&lt;br /&gt;
*Does it exceed the minion&amp;#039;s level?&lt;br /&gt;
**Yes: Kill minion. Done.&lt;br /&gt;
**No: Add damage to minion damage pool.&lt;br /&gt;
*Does the damage pool exceed the minion&amp;#039;s level?&lt;br /&gt;
**Yes: Kill the minion, and subtract the minion&amp;#039;s level from the damage pool.&lt;br /&gt;
**No: Minion lives.&lt;br /&gt;
&lt;br /&gt;
For example, Archer the Warforged Ranger deals 15 damage to a level 5 minion, and 3 damage on a miss to a level 5 minion.&lt;br /&gt;
*15 &amp;gt;= 5?&lt;br /&gt;
**Yes, minion is killed done.&lt;br /&gt;
*3 &amp;gt;= 5?&lt;br /&gt;
**No, 3 damage now in damage pool.&lt;br /&gt;
*3 &amp;gt;= 5?&lt;br /&gt;
**No, Minion lives.&lt;br /&gt;
Drunkbeard the Dwarf Fighter then deals 4 damage to a different minion, and cleaves for 3 on a second minion.&lt;br /&gt;
*4 &amp;gt;= 5?&lt;br /&gt;
** No, 7 damage now in damage pool.&lt;br /&gt;
*7 &amp;gt;= 5?&lt;br /&gt;
** Yes, Minion dies. 2 damage now in the pool.&lt;br /&gt;
*3 &amp;gt;= 5?&lt;br /&gt;
** No, 5 damage now in damage pool.&lt;br /&gt;
*5 &amp;gt;= 5?&lt;br /&gt;
** Yes, Minion dies. 0 damage now in the pool.&lt;br /&gt;
&lt;br /&gt;
At the end of this example, 3 minions have died.&lt;br /&gt;
&lt;br /&gt;
====For AOE damage====&lt;br /&gt;
* Does the damage exceed minions level?&lt;br /&gt;
** Yes: Hit Minions die.&lt;br /&gt;
** No: Add the damage for each hit minion to the damage pool.&lt;br /&gt;
* Does the damage pool exceed minion level?&lt;br /&gt;
** Yes: Kill one hit minion, subtract damage from damage pool. Repeat question.&lt;br /&gt;
** No: Surviving Hit Minions live.&lt;br /&gt;
&lt;br /&gt;
Example: Bob the Wizard uses a Scorching burst, dealing 5 damage to level 6 minions. He hits 4 minions.&lt;br /&gt;
* 5 &amp;gt;= 6?&lt;br /&gt;
** No: 5*4 = 20 Damage in the damage pool.&lt;br /&gt;
* 20 &amp;gt;= 6?&lt;br /&gt;
** Yes: 1 minion dies, 14 left.&lt;br /&gt;
* 14 &amp;gt;= 6?&lt;br /&gt;
** Yes: 1 minion dies, 8 left.&lt;br /&gt;
* 8 &amp;gt;= 6?&lt;br /&gt;
** Yes: 1 minion dies, 2 left.&lt;br /&gt;
* 2 &amp;gt;= 6?&lt;br /&gt;
** No: Minion survives.&lt;br /&gt;
&lt;br /&gt;
Bob then APs and hits 5 minions with 6 damage.&lt;br /&gt;
*6 &amp;gt;= 6?&lt;br /&gt;
** Yes: 5 dead minions.&lt;br /&gt;
&lt;br /&gt;
===Reducing Bookkeeping: Minions and conditions===&lt;br /&gt;
*When a minion takes a status effect that is weaker than prone, they fall prone.&lt;br /&gt;
**Example Conditions: -2 to hit, Weakened, Slowed, Deafened.&lt;br /&gt;
*When a minion takes a status effect that is stronger than prone, they immediately save against it. If they fail the save, they are eliminated. If they pass the save, they fall prone.&lt;br /&gt;
**Example Conditions: Immobilized, Blinded, Dazed.&lt;br /&gt;
*The above doesn&amp;#039;t apply to marks, hunter&amp;#039;s quarry, warlock&amp;#039;s curse, etc.&lt;/div&gt;</summary>
		<author><name>Gralamin</name></author>
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