D'karr
Adventurer
Whoops. Got my threads mixed up. Thought this was 'Farewell to thee D&D'.
Apologies to all!
No problem. I've had those days too.Whoops. Got my threads mixed up. Thought this was 'Farewell to thee D&D'.
Apologies to all!
No problem. I've had those days too.That's in the rules, is it?Easy. Each type of creature has the same counter associated with it.
That's not a rules problem, that's a DMing problem.
No worries. It seems you're not the only one to have made that mistake.Whoops. Got my threads mixed up. Thought this was 'Farewell to thee D&D'.
Apologies to all!
As above, there is little satisfaction in completing a task that had little or no chance of failure. I'm much happier knowing that I did 5 damage more than I needed, than knowing it doesn't matter what I roll.
Yes, from a tactical stand point it was good to kill the minion. But it doesn't feel like an achievement, because the challenge of doing so was drastically reduced.
I am not sure I should still answer to this, since you apparently posted in the wrong thread, but what the heck:As above, there is little satisfaction in completing a task that had little or no chance of failure. I'm much happier knowing that I did 5 damage more than I needed, than knowing it doesn't matter what I roll.
Also, apparently the fact that the attack roll might miss is ignored as well. Even though with 4E minion rules, you have have a creature with a high AC that you can drop in one hit. In previous editions, if a monster was weak enough to drop in one hit, it generally had a low AC as well. And a low attack roll.I really don't understand. Let me try.
In order for something to feel challenging, you need to have to make a damage roll that might fail. The challenge/tactical situation of the encounter doesn't matter; it's only the individual attack + damage roll that matters.
Seriously. Why bother having exciting weapons when a pointy stick will do the same job? In previous editions this came up. You wore a creature down, or it was way below your level. You couldn't fail to kill it if you scored the hit. But that was few and far between. This is pretty frequent.
In order for something to feel challenging, you need to have to make a damage roll that might fail. The challenge/tactical situation of the encounter doesn't matter; it's only the individual attack + damage roll that matters.
I think you are making a leap of thought here I can't entirely follow - just because it doesn't matter how much damage you do doesn't mean the task is meaningless or has no chance of failure. You might be right for the "mini-task" of dealing enough damage, but you're not right for the bigger tasks "taking down a minion" or the next bigger task "surviving the encounter".
Also, apparently the fact that the attack roll might miss is ignored as well. Even though with 4E minion rules, you have have a creature with a high AC that you can drop in one hit. In previous editions, if a monster was weak enough to drop in one hit, it generally had a low AC as well. And a low attack roll.
Higher to-hit bonuses? If you are unable to hit them, you won't be able to kill them. And the weapon proficiency and enchantment boni do make a difference...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.