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!7JUDGMeNtA 03/27/11(Sun)22:04 No.14388381rolled 3, 5, 4, 3, 3, 2, 4, 2, 2, 1 = 29
>>14388032 Ok, she got a good roll here, but lets look at things anyway. Attacking 5 enemies at once is a -8, so using her "best" stat puts it straight to her roll which is 6+5+2=13 (one overcharge). Now, I just realized the first draft doesn't actually say how to resolve this, but I assume you'd compare each minion result with the PC's result. An option for min>>14387857 ions would be totaling their result and comparing it to the PC's. (with or without the -2's depends on how punishing you want it to be). With a good roll or taking an overcharge die beforehand, she's pretty safe.
But what if she had rolled lower, just for argument's sake? Let's say she rolled 5+2=7. Using a minion power level of 1d6+3 we have opposing her: 1+3=4, 1+3=4, 4+3=7, 6+3=9, & 2+3=5 So, there'd be one minion remaining and one damage dealt to the PC.
Now, what use are these minions that can be safely destroyed by the handful to both GM's and youma? Cannon fodder, plain and simple. Perhaps for each IRL minute or "attack round" spent dealing with the minions, the youma gets a (temporary) boost to power level and/or resolve as it knows something's coming for it and prepares. Maybe someone important is being corrupted/consumed but there's a crap ton of minions in the way, forcing the PC's to take more of a risk than they usually would to get there faster. I can also see them as a nice combat warm-up. (Everybody remember how to fight? No? Well here's some mooks to remember with.)
>>14387857 as for the resistance thing, just don't have it on the weak minions unless you want to force the PC's to use Magic or the stronger element. |