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D&D Podcast: MM2
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<blockquote data-quote="Cadfan" data-source="post: 4809569" data-attributes="member: 40961"><p>My thoughts on the podcast:</p><p> </p><p>1. Its nice that they're willing to admit that this or that didn't work out quite as well as intended, and that they intend to change it in future releases. I don't personally expect errata to update monsters that aren't actually broken, just less fun than they could be, so I don't get all snippy about that sort of thing and instead I just enjoy knowing the details of the design process.</p><p> </p><p>2. I am a little annoyed at how they seem to have been surprised by minions, particularly high level minions, dying too fast. Minions work GREAT when the area effect attacks available to the party are things like cleave and one character's scorching burst. But they start to suck when the party has access to large amounts of auto damge area of effect attacks, or when several party members possess per encounter or at will area effect attacks. This is not an unobvious thing. It was literally the first worry I had about 4e in literally the first ten minutes after I opened the book for the very first time. I like minion rules, I just think that its a bad idea to have minion rules AND a lot of automatic damage abilities. I don't know what solution they've used, so I'll have to look into it, but this one did bug me. I understand some solos not being quite as cool in practice as you anticipated after thousands of people playtest them, but the fact that auto damage and multiple large area of effects will demolish minions should not be a surprise.</p><p> </p><p>3. I really appreciate that they've put some effort into making sure that classic monsters that are coming back are actually interesting and worthwhile for someone without a nostalgic connection to them. I really, really appreciate this.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4809569, member: 40961"] My thoughts on the podcast: 1. Its nice that they're willing to admit that this or that didn't work out quite as well as intended, and that they intend to change it in future releases. I don't personally expect errata to update monsters that aren't actually broken, just less fun than they could be, so I don't get all snippy about that sort of thing and instead I just enjoy knowing the details of the design process. 2. I am a little annoyed at how they seem to have been surprised by minions, particularly high level minions, dying too fast. Minions work GREAT when the area effect attacks available to the party are things like cleave and one character's scorching burst. But they start to suck when the party has access to large amounts of auto damge area of effect attacks, or when several party members possess per encounter or at will area effect attacks. This is not an unobvious thing. It was literally the first worry I had about 4e in literally the first ten minutes after I opened the book for the very first time. I like minion rules, I just think that its a bad idea to have minion rules AND a lot of automatic damage abilities. I don't know what solution they've used, so I'll have to look into it, but this one did bug me. I understand some solos not being quite as cool in practice as you anticipated after thousands of people playtest them, but the fact that auto damage and multiple large area of effects will demolish minions should not be a surprise. 3. I really appreciate that they've put some effort into making sure that classic monsters that are coming back are actually interesting and worthwhile for someone without a nostalgic connection to them. I really, really appreciate this. [/QUOTE]
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