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My point is exactly that. Everyone does less damage in 4e, the point seems to be to let combat last longer and be less subject to upsets like x4 crits from a scythe or failing your fort save against the finger of death spell by letting combat be more a case of attrition where one side slowly but surely gains dominance, rather than a game of rocket tag where victory really only depends on who wins initiative.
In light of this, do minions having just 1 hp run contrary to this design concept? However I look at it, they seem too flimsy. One bad roll and all go down to a well-placed AoE effect. And they seem to give quite a lot of xp for the relatively little effort it appears to take to kill them.
Or is there some trick to optimizing the use of minions to maximize their use of the xp budget I am just not seeing?
One concern I do have with minions only having 1 hp is that a Defender or any class for that matter can simply call for an AoE on their location. For example, I did a Thunderwave on a group of minions with my allies close. It didn't matter. The damage was not going to kill them.
So it is kind of hokey that you can call for an Aoe Attack right on your location at lvl 30 from a lvl 30 mage and it is a nuisance attack that kills a ton of minions and but barely harms you or your comrades. That makes minion single target hit points very weak.
I just kind of let this go though. There is no perfect system. I feel the minion system balances putting a ton of weaklings on the board.
For example, when I was going through
City of the Spider Queen, the lvl 4 and 6 guards in the drow City near the surface died in one round to a firebal or cleaving fighter. They rarely were able to hit any of the characters. And they were just a nuisance to kill that took up time and resources.
Minions are the same now save that you no longer need to roll a ton of saves for twenty minions and keep track of hit points for twenty creatures that are going to die and do nothing.
On top of that, the minions can usuallly attack much better than a lvl 4 Fighter minion equivalent from previous editions of DnD.
So if you want a 3.5 analogue to a 4th edition minion, think of all those lvl 4 Fighters tossed into temples and humanoid dungeons that were pretty much there to die, but you have to write down their hit points just in case they got lucky from a low PC damage roll or a made save.
4th edition encounters toss in a few minions, a few tougher enemies, and one very tough enemy. They mix it up like old editions. They just don't make useless no xp lvl 6 Fighters as guards in dungeons made for lvl 10 people that do nothing but create a stat keeping annoyance for the DM.
I hated getting to high level and having to fight stupid low level guards taht didn't even give xp but wasted my time. At least a minion gives a little xp so I don't feel like I'm wasting my time.