Irda Ranger
First Post
Moniker said:Minions don't have to be treated as minions in reference to non-player characters. Treat them as minions only in regard to the player characters.
Or, don't use minions at all; they're entirely optional.

Moniker said:Minions don't have to be treated as minions in reference to non-player characters. Treat them as minions only in regard to the player characters.
Or, don't use minions at all; they're entirely optional.
Cadfan said:Voss- its not about not thinking. Its about not overthinking. Every edition has had places where the rules didn't model a perfect gameworld. Some editions tried harder than others to attain that "complete world model" effect, and some tried less. 3e tried pretty hard, but by the very nature of the product couldn't reach that ever-receding target (there's actually a logical proof of this). And the more it tried, the more its failure to reach a perfect model stuck out.
4e adopts a different system- model a genre, not a world. And then it tells people "the rules have a thin spot here. Here's a list of ways you should avoid poking the rules, so as not to tear them." That's far better than denying the thin spot exists, at least for me.
Lizard said:Point remains -- there's no reason to remove 3e style 'breakdowns'. You lose possibly useful information for no real gain in readability. (I'm going to have to presume there's no such thing as 'flat footed' in 4e, so that you always have your dex bonus to AC)
Irda Ranger said:Treat the cause, not the symptom.
Voss said:And frankly so is my character- Magnus the paladin is going to be wanting an explanation for why some kobolds can take a greatsword to the face while others fall immediately.
drothgery said:No, they can't (at least, not unless the DM just enjoys poking at corner cases of the system). When Evil Priest Bob sends a devil to abduct the toddler Princess Jane, it's not a minion relative to the princess, so if for some crazy reason dice are involved in the fight at all, the devil's not statted as a minion for that fight.
Irda Ranger said:As should surprise no one who read my "Minions are aliens from another game system" thread, I don't fine this Excerpt to be satisfying. Minions are exactly what I expected them to be: an ugly rules kludge for narrative/cinematic purposes. I guess the devs decided "We need Minions", push came to shove, and rather than killing a sacred cow (BAB that advances with level), Sim got thrown under the bus. Needless to say, not the choice I would have made.
What's so painful about this (to me), is that it's blindingly obvious that the WotC devs knew exactly what they were doing too. The only real difference between the various Minion levels is that Init, BAB, Skills and Defenses all advance the same +1/2 level that PCs advance. Am I the only one who sees this as a stupid arms race? Remove the +1/2 advancement from all parties and what you're left with is the exact same result.
The Minion rules are guilty of two sins: (1) they're a kludge patch on top of an unnecessary complexity, (2) they introduce all sorts of corner case errors as a result of having null HP and taking null damage. These two sins have second-order effects as well, such breaking verisimilitude and making Sim world-design impossible. Luckily the transparency of the rules also make the fix an easy one.
keterys said:Light shields are -1, -1 actually.
I suspect the number of attacks that disarm to be absurdly small, if there are any that aren't just stat debuffs instead.