re
I thought 1 hp minions was a pretty smart move. It used to take a wizard one or two fireballs to wipe out a ton of orcs or kobolds working for a dragon or the like. Those orcs and kobolds couldn't do much. They couldn't hit the protagonists. They were never a threat, they were just there to be annoying until the fighter could cleave through them or the wizard blow them up.
Now they are handmade for that purpose but can still be a threat to a character. I like how that works.
It's really a matter of suspending your idea of old minions. And simply looking at minions as a mechanical way of rendering the following idea:
A weak helper of a big bad evil guy that is there to die, but might land a useful hit or give a useful benefit to his master before doing so.
Players still have to account for minions, but they are easily beaten once accounted for. I like the mechanical rendering of the idea of a minion in 4th edition.
On the one hand I think 'give the PC's a chance to wipe out something in one hit' and on the other hand I'm thinking '1hp for a 20th lvl minion... and the bartender in town has like 15?!??!'
Can someone justify to me why I should keep minions to that measely 1hp? In fact, why use minions at all? Why not just replace them with real creature (take away 4 minions add a real one like the DMG says (I believe))?
Before you guys rush in, can anyone tell me in both mechanical combat terms why I should keep them, and *also* how the hell do you explain this in a roleplaying or 'realism' sense? (note that 'realism' is different from 'realistic' and we all know D&D isn't supposed to be 'real' blah blah let's not go there).
*PS, my own DM who's running KotSF has already decided to give minions more than 1hp because 'it makes no sense' but he has almost no clue about the rules at all for 4th edition so his opinion is 'questionable' at this point.
I thought 1 hp minions was a pretty smart move. It used to take a wizard one or two fireballs to wipe out a ton of orcs or kobolds working for a dragon or the like. Those orcs and kobolds couldn't do much. They couldn't hit the protagonists. They were never a threat, they were just there to be annoying until the fighter could cleave through them or the wizard blow them up.
Now they are handmade for that purpose but can still be a threat to a character. I like how that works.
It's really a matter of suspending your idea of old minions. And simply looking at minions as a mechanical way of rendering the following idea:
A weak helper of a big bad evil guy that is there to die, but might land a useful hit or give a useful benefit to his master before doing so.
Players still have to account for minions, but they are easily beaten once accounted for. I like the mechanical rendering of the idea of a minion in 4th edition.