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Cadfan's Comments on Everything 4e
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<blockquote data-quote="Ximenes088" data-source="post: 4483694" data-attributes="member: 59899"><p>I'd be leery of gimping the wizard's ability to tear up minions- the fact that he can do so is one of the major perks of the class. The more you downplay minions, the more you downplay the wizard.</p><p></p><p>As for four minions not being worth one regular monster, I'd say it depends on the minion. Those that completely avoid synergizing with each other or the normal monsters can be an issue, but all it takes is one mook to Grab the archer ranger or rogue and it's the monsters who get to decide how positioning will work. To say nothing of helpers who drop Aid Another actions on their boss, or make Heal checks to help him drop ongoing effects. Minions trade durability for four times the number of actions by XP weight that a normal creature gets. That can be a really, really good deal for the bad guys.</p></blockquote><p></p>
[QUOTE="Ximenes088, post: 4483694, member: 59899"] I'd be leery of gimping the wizard's ability to tear up minions- the fact that he can do so is one of the major perks of the class. The more you downplay minions, the more you downplay the wizard. As for four minions not being worth one regular monster, I'd say it depends on the minion. Those that completely avoid synergizing with each other or the normal monsters can be an issue, but all it takes is one mook to Grab the archer ranger or rogue and it's the monsters who get to decide how positioning will work. To say nothing of helpers who drop Aid Another actions on their boss, or make Heal checks to help him drop ongoing effects. Minions trade durability for four times the number of actions by XP weight that a normal creature gets. That can be a really, really good deal for the bad guys. [/QUOTE]
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