• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 4E New 4e DM in need of help!

Zephyrus

First Post
Yes, with 3 Dragonborn and a Wizard, minions dont stand a chance. A fair alternative would be to either insure their is an incite faith on any horde of minions you use or use lower level monsters in place of minions. For example if you have 4 minions use 2 level 1 skirmishers or artillarys in place their place. this would normally increase in the XP but it'll be more challenging.

Another idea would be to convert the minions like above on a one-for-one basis but then 'level-down' the monsters thus reducing HP, attack bonus etc a little making them weaker but not one-hit-i'm-dead. They'll have to be hit with multiple breath weapon attacks before the go down or a hit or two or three direct damage before droppping. While representing a threat similar to minons they are not as squishy as minions.

Simple increasing the number of minions by like double knowing they are going to be killed in droves is another answer. Keep them spread out in little groups instead of large groups and only award the party minon XP if the minon hits a party member or provided a flank for a round or two. Thus they are not super-easy XP for party full of crowd control, they are only awarded if the minion provided a reasonal threat/effect against the party.

Finally, use minons with ranged attacks instead of melee attacks, or add the ability to make a limited number of ranged attacks as if they are throwing spears or have a sling. Limit them to maybe say max 5 attacks before fleeing or engaging in melee. This alterantive poses possible the most fun and challenge to the party as if deployed right this could be used to split the party up some and spread them out making AoE effects that target everyone in the area more difficult. Players should realize this and manuver for the best spots to throw their breath attack down. Enlarged breath attacks become possible a liability and generally might increase the fun of what might otherwise have been a boring slaughter. By simple tweeking the minions to be more ranged-like should increase hte challenge to at least make the party respect them as more than Food for the Dragonborn.
 

log in or register to remove this ad

Vermonter

First Post
Also, don't be afraid to use bold DM tactics. In particular, be willing to have monsters use the "delay" action to set up their attacks better as a team. For example, if the skirmisher beats the minion's roll, but they did ok, he might delay. That lets the minions charge into battle in flanking position, the skirmisher can then act immediately to move into a flank, get his attack and shift away all before the players even get to make an attack on the minions.

Spreading minions out against Dragonborn is another obvious move, and would be as obvious to a kobold that you poke folks with the pointy end of the stick.

Finally, I'm not at all shy about having monsters gang up attacks on any 'squishy' character that gets in bad position. Force the players to use powers and positioning to keep you from just attacking the wizard and rogue with all their powers.
 

Voidrunner's Codex

Remove ads

Top