Simplified/Faster Minions

SSanityWithIn

Nimble tries to minimize the number of dice needed to play the game. Minions are great to use in mass to create exciting combats, where heroes feel truly heroic. While their numbers are quickly diminished. In the turns they do act, they need a lot more dice rolls than other monsters of comparative power level.

For tables that want to minimize dice rolls further the following rule changes can be used to speed up the game:

Optional Rule 1: Minions deal flat damage based on their size.

The formula is die size / 2

D4 => 2

D6 => 3

D8 => 4

D10 => 5

D12 => 6

D20 => 10

For dis/advantage simply substract/add 1 damage

or for more precision N damage according to die size:

d4 - d6 => -/+1

d8 - d12 => -/+2

d20 => -/+ 3

The miss chance is already calculated into the damage.

Optional Rule 2:

All damage from minions is negated with defend. Usually the defend values are higher than the damage anyway and this saves the comparison.

Augments

Minions

Minions are weak enemies that die from any amount of damage. Their feeble attacks cannot crit, ignore advantage/disadvantage, and they attack as a group, so any number of minions can be Defended against as if they were a single attack. Dealing a large amount of damage to a minion can, at the GM’s discretion, overflow to other minions within range as well.