Use more minions, guys. Seriously. =)
Yeah... that's a great idea... except we're running bought modules from the company that makes the game. This isn't a case of the DM assigning the wrong creatures to a combat. It's KotS played straight as it is written.
And in the battles where we have had minions (mostly in the kobold lair adventure) they were a complete let down from my perspective.
While this isn't how the conversation went, this is how it felt.
Player: I rolled a 19 to hit
DM: Ok, It's dead
Player: But I haven't worked out the damage
DM: It's dead
Player: But... I didn't get to roll my dice?!
DM: I don't care, it's dead. It's the next person's turn now.
Player: What happened to my turn?
DM: You had your turn, you killed a minion.
Player: But I didn't actually DO anything!
What's the point of having all these wonderful powers if the creature is just dead regardless? Why bother having 2W or 3W if you don't know how much damage you actually dealt, or in many cases, how much of an overkill the attack was. Determining how tough the mooks are is an important part of combat. Knowing in advance that all of the mooks have 1 HP is a serious let down. No longer do we need to wear down the first couple to determine how much power to expend on the remaining creatures.
Mustrum_Ridcully said:
I think one thing that 4E is changing - there are no unimportant combats.
This to me is a fault in the game. There needs to be
some unimportant combats. How else does the party get to test out combinations or learn to work together prior to the really dangerous combats? How else does the DM wear down the party's resources little by little instead of lot by lot? Where are the niggling little combats that take away a few hit points and make you wonder if it's worth a cure spell or not?
So far from what I've seen the characters are getting mashed to a pulp in every encounter. This doesn't sit right with me.