Sorry Elric (and Rovin), but I don't see what's so difficult by just adding in one or two extra minions for every four there is in the encounter, without them yielding any XP or changing the encounter budget in any way.
Seems like something that doesn't need a full-blown response to me. You simply add in a few minions; everything else stays the same. Easy.
Yep.This is just a "stealth XP reduction"
Secondly, minions don't have much XP. A minion has a fraction of the XP of a full monster, and that is further divided by the number of members in your party. The impact of a minion or two in an encounter or two will not seriously change the pace of leveling. If all your PC's ever fight is minions, then sure you might run into something, but in that case I'd say you have a much bigger problem.
Elric said:However, once you have an XP system for balancing encounters, you can't ignore it in favor of "count minions less when planning the difficulty of combat at higher tiers." If WotC feels that minions should be worth a fifth of a monster at Paragon and a sixth at epic, their XP values need to reflect that. What if you don't get DMG 2 and just go by Monster Manual 2's XP values for minions? You won't build encounters appropriately, if 6-1 at epic is the intended ratio.
Well, with all fairness, the XP curve rises ever faster, and minions are just a small part of overall XP. I can imagine it's more important in practice to get encounter balance right rather than fixing a few percent error in the XP system. In any case, I agree an XP change isn't a bad idea, but it's not a big deal by any means.
Unfortunately XP are ALSO used to measure the difficulty of an encounter. They're used as a budget to populate the encounter, so it _is_ important. If adding/removing two minions didn't matter, then why does the DMG2 recommend to add 2 minions (for every four) to an epic encounter?Wow. First, XP is not everything. XP is a mechanism for delivering reward to players.

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