This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: Star Wars: FaD - Using Minions  (Read 855 times)

Noknil

  • Newbie
  • *
  • N
  • Posts: 2
Star Wars: FaD - Using Minions
« on: August 27, 2017, 04:34:31 PM »
Hey all. I have a question regarding some combat mechanics in Star Wars: Force and Destiny Beginner Game.  I am brand new to Pen & Paper RPG's and need some clarification before I run my first session. (I am new to the site, so I am sorry if this is not the right area for this post)

I am wondering if the Hunters and Advozse Mercenaries are considered minions?  I assumed they were but once I got to the Spintiri Icewolves, which clearly sate they are minions which the first two do not, and how to use them as such, I began to second guess if I was planing it right.
 
Also, when playing minions, if they are treated as one unit, in regards to wounds and attack, do the PC's need to account for range for each minion in order to defeat them?  Narratively, if the PC's are surrounded, placing the hunters at different ranges, I'm imagining that the PC's would have to use maneuvers accordingly to reach, and defeat, all the minions even though they are technically one enemy?

Thanks for any input.

crkrueger

  • Hulk in the Vineyard
  • Hero Member
  • *****
  • Posts: 12559
Star Wars: FaD - Using Minions
« Reply #1 on: August 27, 2017, 05:18:58 PM »
Looking at the Hunters and Mercenaries, they have an individual skill rating, it does not vary based on number of hunters, yet they still cannot take Strain.  So they are used as individuals.  They are a type of encounter called a Rival (which is explained in the main rules).  Rivals act individually, take damage individually, but cannot take Strain.

As far as Minions go, you don't have to run Minions in groups, you can run them individually, but they are so useless individually, there is usually no point.  If you do group Minions, then since they attack and take damage as one blob, moving them apart just causes more trouble then they are worth, the whole point of using them really is speed.

A good Rule of Thumb to try with any published adventure that uses Minions: Either don't use Minions and kick them up one notch to Rival (or whatever the system calls them), or double the stated number of Minions used.  Adventure writers and game designers always think Minions are more dangerous then they are, and lowball the numbers.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery's thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Noknil

  • Newbie
  • *
  • N
  • Posts: 2
Star Wars: FaD - Using Minions
« Reply #2 on: August 27, 2017, 05:45:29 PM »
Thanks so much for the response.  That helps clear things up a bit.  So, even with say 15 minions in group, all the PC's would converge on the single "blob" and engage until its whittled down?  If so, I might take your advice with the rival upgrades as I feel this whole minion thing breaks down the way I see the scene playing out in my head.

tenbones

  • Poobah of the D.O.N.G.
  • Hero Member
  • *****
  • Posts: 6164
Star Wars: FaD - Using Minions
« Reply #3 on: August 28, 2017, 03:50:36 PM »
Quote from: Noknil;987178
Thanks so much for the response.  That helps clear things up a bit.  So, even with say 15 minions in group, all the PC's would converge on the single "blob" and engage until its whittled down?  If so, I might take your advice with the rival upgrades as I feel this whole minion thing breaks down the way I see the scene playing out in my head.

Right - you're just describing in various colorful (or not) ways that your blob of minions meet their doom. Just like when a player "shoots" their weapon, it's not necessarily a single-shot (the rate of fire is an abstraction itself) - in this manner you can do enough damage to kill multiple minions. Minions are by design, made to be mowed down in large numbers. You can certainly make them a threat if you play them smart, but as CRKrueger says: toss in a Rival or two and things get a lot more interesting.

PrometheanVigil

  • Sr. Member
  • ****
  • Posts: 346
Star Wars: FaD - Using Minions
« Reply #4 on: August 28, 2017, 06:43:54 PM »
Quote from: Noknil;987146
Hey all. I have a question regarding some combat mechanics in Star Wars: Force and Destiny Beginner Game.  I am brand new to Pen & Paper RPG's and need some clarification before I run my first session. (I am new to the site, so I am sorry if this is not the right area for this post)

I am wondering if the Hunters and Advozse Mercenaries are considered minions?  I assumed they were but once I got to the Spintiri Icewolves, which clearly sate they are minions which the first two do not, and how to use them as such, I began to second guess if I was planing it right.
 
Also, when playing minions, if they are treated as one unit, in regards to wounds and attack, do the PC's need to account for range for each minion in order to defeat them?  Narratively, if the PC's are surrounded, placing the hunters at different ranges, I'm imagining that the PC's would have to use maneuvers accordingly to reach, and defeat, all the minions even though they are technically one enemy?

Thanks for any input.

If you have a vision of opponents that actually hit what they shoot at, go for Rivals always -- a small team of these guys can really hurt inexperienced PCs.

The furthest range of opponents is what you use when your players are attacking your Minions (or any characters!). This way you up the challenge but can have different troops across the AOA.

Minions are ALWAYS treated as groups, usually 2-4 in a group. Think of each Wound as one Minion down, regardless of less-than-lethal or lethal attack.

Don't be tempted to use Nemesis-strength opponents freely. They are very strong and usually outclass the PCs in specific areas, enabling them to take out stray/lone PCs by themselves in short order and really punish dumb play by PC parties. That said, having a "boss" character or two is great for scenes that you picture with one true threat and loads of mooks that surround them and you should place Minions in the AOA in such a way as the PCs need to cut through them to get to the Nemesis. Think of them as the "Strain" of the Nemesis (or Rival) in question (and you can even calculate that as such, which gives you an excuse to have them regenerate or run away).

Quote from: CRKrueger;987164
A good Rule of Thumb to try with any published adventure that uses Minions: Either don't use Minions and kick them up one notch to Rival (or whatever the system calls them), or double the stated number of Minions used.  Adventure writers and game designers always think Minions are more dangerous then they are, and lowball the numbers.

Yeah, that's a good rule. Try to group up weak monsters so they come more of a threat and try to play them as area denial obstacles or to wear down the PCs abilities opening them up for more powerful monsters to one-two em'.

Quote from: Noknil;987178
Thanks so much for the response.  That helps clear things up a bit.  So, even with say 15 minions in group, all the PC's would converge on the single "blob" and engage until its whittled down?  If so, I might take your advice with the rival upgrades as I feel this whole minion thing breaks down the way I see the scene playing out in my head.

Yeah, it sounds like you should use Rivals instead of Minions.

Quote from: tenbones;987403
Right - you're just describing in various colorful (or not) ways that your blob of minions meet their doom. Just like when a player "shoots" their weapon, it's not necessarily a single-shot (the rate of fire is an abstraction itself) - in this manner you can do enough damage to kill multiple minions. Minions are by design, made to be mowed down in large numbers. You can certainly make them a threat if you play them smart, but as CRKrueger says: toss in a Rival or two and things get a lot more interesting.

I do this in my WOD games all the time -- otherwise, we'd NEVER get through combat at all!
S.I.T.R.E.P from Black Lion Games -- streamlined roleplaying without all the fluff!
Buy @ DriveThruRPG for only £7.99!
(That's less than a London takeaway -- now isn't that just a cracking deal?)

RPGPundit

  • Administrator - The Final Boss of Internet Shitlords
  • Administrator
  • Hero Member
  • *****
  • Posts: 48855
    • http://therpgpundit.blogspot.com
Star Wars: FaD - Using Minions
« Reply #5 on: September 01, 2017, 09:57:35 PM »
Quote from: Noknil;987146
Hey all. I have a question regarding some combat mechanics in Star Wars: Force and Destiny Beginner Game.  I am brand new to Pen & Paper RPG's and need some clarification before I run my first session. (I am new to the site, so I am sorry if this is not the right area for this post)

I am wondering if the Hunters and Advozse Mercenaries are considered minions?  I assumed they were but once I got to the Spintiri Icewolves, which clearly sate they are minions which the first two do not, and how to use them as such, I began to second guess if I was planing it right.
 
Also, when playing minions, if they are treated as one unit, in regards to wounds and attack, do the PC's need to account for range for each minion in order to defeat them?  Narratively, if the PC's are surrounded, placing the hunters at different ranges, I'm imagining that the PC's would have to use maneuvers accordingly to reach, and defeat, all the minions even though they are technically one enemy?

Thanks for any input.


Welcome to theRPGsite!
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you've played 'medieval fantasy' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.