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Simplified/Faster Minions

SanityWithInSanityWithIn

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 low-threat monsters that are easy to kill individually but dangerous in numbers. They add dynamic movement and excitement to battles without bogging down gameplay. Minions have:

  • No HP to Track. Any damage kills a minion.
  • Easy Attacks. Each minion attacks with a single damage die, cannot crit, misses on a roll of 1, and ignores advantage/disadvantage.
  • Simplified Defense. When multiple minions attack a single target, their damage is combined and counts as a single attack, so heroes can Defend or Interpose against them all at once.

Act Together! If your heroes are facing down a pack of goblin minions, rather than moving them one at a time, all minions attacking a particular hero should move and attack at the same time.

For Example: 5 minions move next to Grudge and attack him. Roll and add up (ignoring any 1s). Fast and easy!