DracoSuave
First Post
I can tell by reading this that you have always at least hinted minion status to your players.
You have never encountered a player moving his miniature up to a group of bad guys and being pleasantly and totally surprised when he drops two of them with Cleave.
Naw, I had a druid get pleasently surprised when she first discovered minions existed in the game when she Grasping Tided two of them. The other players were a bit busy dealing with elites, which is what they found to be fun.
See, because I gave clues as to who was what, the players then directed themselves towards the enemies they'd enjoy beating up the most.
The -players- dictated their fun. Not random chance.
Keeping minions a secret, to me, works once. After that, there's no surprise value to finding out they exist in battle.
But then, it's hard not to know what they are, what with them being surrounded by monsters that have obvious and cool effects you can discern with an easy-to-make roll before combat begins.
You are so concerned with your POV that you consider a really fun game element that comes out of the blue as anti-climatic instead of what it really is. I've tried both. I know what I prefer. You should try the sushi dude. You might actually like it.
You don't like minions tho. It's the very -idea- of minions that you rail against, and because you don't find minions fun, you look for ways to make them more than what they are.
It really isn't hard to figure out which the minions are anyways. They're the guys who have no cool powers. Keeping that a secret means having to keep the cool powers secret. Keeping the cool powers secret means nerfing monster knowledge checks.
I don't even see how, with the rules as they are, you CAN keep minions secret for longer than a surprise round.