Charwoman Gene said:
I like to actually read literature. I leave movies to Dragonball fans.
The manga is better.
You can at least get through the Tedious Fight Sequences of Posing in under 5 minutes.
Anyhoo. My take on minions- I still don't like them. Game-wise, I see where they are going with them. Game world-wise, they still don't fit. They almost work at level one, but at some point, they strike me as hitting a point of absurdity. You can get a more believable affect by just using a group of low level monsters.
Partly, I don't like the 'gotcha' aspect with using real resources on something irrelevant. Particularly if the GM is being a jerk (which is in the realm of possibility), and actually playing this angle up. Thats on the player's side. On the GM's side, I dislike that it encourages the players to metagame the monsters so they don't waste resources on the minions.
Further, I don't like the fact that they are fully aware that minions fall apart if you take them too far out of level. To me, thats a sign that the subsystem doesn't work. It simply isn't internally coherent- the same XP values of kobold minions and a level 21 legion devil is almost a guaranteed win for the kobolds- that horde almost has to roll a 20 at some point, and at that point, they win. Same with players. They can take it, no matter the level, as long as they can keep attacking and hope for the big numbers.
I think an alternative could have been reached, even if you need or want the simplification. Minions can take X hits, based on tier. Criticals count as an 'extra' hit, and encounter powers count as 2 hits, dailies as 3. (I was thinking they could take 2/3/4, based on heroic/paragon/epic). Its simplified for the DM, but isn't quite as mechanically naked to the players, or more importantly functionally incoherent for the setting. Minion damage can still be a flat number, but something closer to an average thats level appropriate, rather than a number thats fairly meaningless.