Majoru Oakheart
Adventurer
Alright...I'm not sure why this is bad. I, personally, want the players to make tactical decisions based on this sort of information.KarinsDad said:The DM throws 10 foes at the PCs. The players pretty much know that some of the foes are minions (either that, or the DM is throwing lower level oppoents at the PCs or is trying for a TPK which typically won't happen in most games).
Again, this is exactly what the system is designed to do. Give players who think tactically the ability to gain benefit. It is also designed to give those with area of effect attacks an advantage over those without them.KarinsDad said:So, since there are 10 foes, all 5 PCs throw a dagger (or other ranged attack) at 5 different NPCs. 3 hit and 2 of the 3 foes drop. Not only do the players gain the exploit of knowing that the one foe that did not drop is not a minion and can have encounter / daily powers thrown at him (as you state), they have also gotten some fairly cheap XP and changed the odds from 10 to 5, to 8 to 5.
Ok, you lose me here. This isn't metagaming knowledge. Most creatures die when you hit them with a dagger. Most creatures die when they get hit with a fireball. It should be a default expectation that they will die. When a creature doesn't die, they are obviously very tough, lucky, skilled, etc. They are very dangerous and should be treated as such.KarinsDad said:The tactic should work the same regardless of number of foes, but the tactic works better against the larger group not because it is a good tactic in combat, but because the players can exploit the metagaming knowledge that minions exist in the game system and when minions are typically used in the game and how those minions are easily defeated.
The more creatures there are the more efficient using an AoE attack is. This is true whether they are minions or not. Yes, it is fairly easy to "game the system" and look at the number of enemies and decide that some of them must be minions according to rules of D&D.
But whether you know there are minions out there or not doesn't matter.
That's not an exploit, that's tactics. An exploit is gaining more advantage than the rules intended you to have. The rules have been designed from the ground up intending for people to have this knowledge. Otherwise Cleave would be a very bad power if you had to constantly use it on everyone in the hopes that this time they'd be a minion.KarinsDad said:Another exploit. The player of the Fighter knows that Cleave works better when fighting 2 foes in the 10 foe case over the 4 foe case. The Fighter is still fighting 2 foes in both cases and there should be no differences, but the player knows that because of how the game is designed, his Cleave will often be more productive in that encounter type. That's an exploit.
But it's power they were meant to have. During my discussions with the R&D team at DDXP, I can tell you that at least a number of them told me that minions should be readily identifiable as minions immediately. They are the 4 guards dressed exactly alike, carrying the same weapons. They are non-descript orcs with axes as opposed to the one who is bigger and stronger and wearing different armor. In the same way that nearly everyone who watched Star Wars knew that the Stormtroopers were the minions, players should know which of the monsters are minions as well.KarinsDad said:Knowledge is power. In this case, knowing that there are probably minions and knowing which are not minions is a great deal of metagaming power.
Minions have a tactical purpose in the game: Delay the PCs and provide a road block to get to the monsters with the real powers in the back. They provide that benefit whether the players know they are minions or not. Either way, they have to spend attacks getting rid of them. If players are smart and use their powers effectively, they might decide to use an AoE as opposed to taking them out individually.
However, daily powers are supposed to make a difference, they aren't supposed to be used on minions accidentally when you didn't know what they were. It ruins the entire tactical element of the game to have players guessing randomly about what a monster is.