15 hours ago, 2P51 said:No, they are not. Only when you choose to group them as a minion group. You were disingenuously trying to assert that there are rules about when and how minions are grouped, there are not. Or that there are rules for when and how that occurs during an encounter, there are not. You were asserting 'for everything' as RAW, which is not what the book says at all. You also conveniently fail to address the utter lack of common sense in regards to needing Magnitude upgrades to throw a pair of benign inanimate objects but not for throwing a half dozen stormtroopers. From a purely mechanical perspective not all mechanical possibilities are covered by the rules, but you were trying to assert via your childish bold type and dishonest and repetitive use of the acronym RAW that these issues are covered, and they are not.
Yes, they are only a group if you choose to make them a group. I never argued that. My point is, that if the GM has grouped several minions as a minion group, then they are considered a single entity . And this includes when having Move or Bind , or any other Force power or attack used against them. If he has chosen to keep his minions separate, then no, they aren't treated as a single entity for anything . But if he does group them together, then they are a single entity. Period .
7 hours ago, 2P51 said:And you are correct. Having to have Magnitude upgrades to pick up 3 teddy bears at once in toy store, and then not needing it to launch 3 wookiees across the cantina is stupid.
It's text book rules lawyering, cherry picking the rules from one section, or in some cases a sentence, to bypass the rules about another. In this case Move and the minion grouping rule, with the latter supposed to be about ease of bookkeeping for the GM and to provide a scaling usable dice pool, as opposed to something for PCs to exploit in order to effect large numbers of individuals in a way that bypasses other rules.
No, it isn't. the three teddy bears are just three individual objects. The minion group of three Wookiees are a single unit, mechanically. Is it "rules lawyering"? Perhaps, but it is how the rules are written , and it works because it simplifies the combat for both the players and GM.
2 hours ago, FuriousGreg said:Although I'm not a fan of how he argues, TrampGraphics' argument is pretty much the RAW as I understand it. You can throw the entire minion group around without a magnitude upgrade because mechanically they are considered a single entity regardless of the number of individuals within it. However, as much as this may cause you brain to gurgle when those numbers get high you have to take into account the built in balancing mechanism of damage limitation (10 x Silhouette). This damage limitation is what's important, how you describe it is up to you. You as the GM don't have to change anything you just let the die results limit what the PC can do to the target group. Also, and this is important, if it makes sense you can always add Setback(s) to the the roll to increase the difficulty. The other thing to remember is when you add a magnitude requirement you are also adding to the damage potential because mechanically it's now two or more targets rather than a single one so make sure you can live with the results.
For example(s):
- The PC wants to take a Minion Group of five Stormtroopers who are in cover and throw them off a cliff and throwing them off that cliff will kill them. So unless they actually do enough damage to kill all five of those troopers some of them aren't going to go over the cliff. Further if they don't achieve at least one Advantage to knock them out of Cover those that don't die end up in cover at the end of the attack. How you as the GM narrate it is up to you but the end result is based on the die result. Remember the game is not on a grid so as long as they are all in the proper range band after the attack it doesn't really matter mechanically, move them or not it doesn't matter. I would not add setbacks is this case because the damage limitation is enough.
- You want to damage and move this same group of troopers from point A to specific point B, you want to move them to the other side of a chasm or behind a wall or into a busy street market so that you can escape etc.. Use the above method, but maybe add a Setback or two (depending on the size of the group) to move each individual so those that survive end up at B. You can narrate it as if all of the troopers move through the air or only some do and the others follow on foot to maintain unit cohesion or they freak out and run a bit, or whatever makes sense to you.
- You want to move this same group of troopers from point A to point B without doing damage. If this is what you want to do it's no longer a Ranged Attack it's going to be a Opposed Discipline vs Athletics check and it's perfectly reasonable to add some Setbacks depending on the size of the group. Success they end up where the Player want's them, failure they move a bit, maybe is some dramatic fashion, but the end result is mechanically no different than before the attempt, ie. narrate it any way you want but all the troopers are in the same range band and if they were behind cover they end up behind cover or whatever.
The point is don't overthink it let the dice do the work for you. And don't have giant Minion Groups...
Exactly.