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General Tabletop Discussion
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Discussing 4e Subsystems: Elites, Solos, Minions, and Monster XP
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<blockquote data-quote="Cadfan" data-source="post: 4521511" data-attributes="member: 40961"><p>1. Elites. No real problems here.</p><p></p><p>2. Minions. It seems like what they were going for was "dies on a hit," with the assumption that any "hit" would be enough damage to plausibly kill the minion in question. But what they really went with was "dies when it takes damage as long as that damage wasn't due to a miss." Which isn't quite the same. The problem occurs when attacks deal damage without attack rolls, because it creates a weird situation- an area of effect which automatically deals damage automatically kills a minion, but an area of effect which deals way more damage, and half on a miss, won't kill a minion on a miss. So Cloud of Daggers and the Fey Pact Warlock's paragon path teleportation will both auto kill minions by dealing 3 or 4 points of damage, but Reaping Strike won't, and Fireball won't even when the Fireball is dealing way, way more damage. I feel like this creates a mismatch between mechanic and outcome.</p><p></p><p>Fortunately, its easily fixed. Give minions damage resistance equal to half their level. Now you have to hit them well, or else they keep on trucking.</p><p></p><p>Solos: Tough to run fights with these guys, because its more psychologically rewarding to fight 4 enemies and get a "reward" every time one dies, than it is to fight one enemy and get only one "reward" when it dies at the end of the fight.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4521511, member: 40961"] 1. Elites. No real problems here. 2. Minions. It seems like what they were going for was "dies on a hit," with the assumption that any "hit" would be enough damage to plausibly kill the minion in question. But what they really went with was "dies when it takes damage as long as that damage wasn't due to a miss." Which isn't quite the same. The problem occurs when attacks deal damage without attack rolls, because it creates a weird situation- an area of effect which automatically deals damage automatically kills a minion, but an area of effect which deals way more damage, and half on a miss, won't kill a minion on a miss. So Cloud of Daggers and the Fey Pact Warlock's paragon path teleportation will both auto kill minions by dealing 3 or 4 points of damage, but Reaping Strike won't, and Fireball won't even when the Fireball is dealing way, way more damage. I feel like this creates a mismatch between mechanic and outcome. Fortunately, its easily fixed. Give minions damage resistance equal to half their level. Now you have to hit them well, or else they keep on trucking. Solos: Tough to run fights with these guys, because its more psychologically rewarding to fight 4 enemies and get a "reward" every time one dies, than it is to fight one enemy and get only one "reward" when it dies at the end of the fight. [/QUOTE]
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Community
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Discussing 4e Subsystems: Elites, Solos, Minions, and Monster XP
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