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Aug 08

Mooks Revisited

I’m reworking my Mook rule it’s a little wordy and probably unnecessarily complex but hey house rules are what help make a game system your own.  And if it doesn’t work out I can always fall back to the flawed glass minions.

Anyway, after reading a large number of threads that range from “Yeah I don’t like them either the 1 hit thing makes them seem ‘off’ to us in play” to “Oh FFS just use them as written and get over it.”, I’m going to be experimenting a bit more.

Essentially RAW Minions have this:

HP 1; a missed attack never damages a minion.

I’m going to change that to:

HP 5+1/2 level; Special: Any damage that does not kill the mook reduces it to one hit point.  Bloodied mook die upon taking any damage.

So a ‘healthy’ minion at level 1 must get hit with 5 or more damage to kill it with one blow.  And at first level against a level 1 mook that’s typically going to be a 1dx + 4 so one shot kills still.  Otherwise the minion goes to Bloodied and dies on taking any damage at all, including those attacks that do damage on a miss.

“But it adds more bookeeping!”  No, not really, the player grabs one of the bloodied chips and flags his mook as bloodied while I move on to the next one.

It’s a “Hey take a deep breath let’s experiment kind of” thing. Bonus points if you instantly recognize the quote.

Image Credits


1 ping

  1. Key Our Cars » Blog Archive » Skeletal Archer Playtest

    [...] mechanically its sound.  This also goes to show you just how fragile minions are and I was using my Mook rule which gave these minions 6 hit points but not once did I need to have a bloodied mook.  I may have [...]

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