Rallek said:
The minion issue causes similar trouble. When fighting Orgdul the Unclean, orc shaman of The Crawling One, the party also faced 8 members of the Bloody Fist, a militant order of orcs devoted to The Crawling One. In that situation the 8 orcs were minions, and one successful attack was enough to shuffle them off this mortal coil. Now the party is watching from concealment as the last two orcs between them and freedom keep watch over the temple's rear gate. Remembering how easily those other non-shamanic orcs fell, they charge the guards... but these orcs are brutes, not minions, this miscalculation could cost them dearly. Now how were they to know the difference? Unless there is some kind of visible minion tag, was their assumption really unreasonable? If the shaman would have sent one of his underlings to fetch him some wine, and the PCs met him in the corridor, is he still a minion, or does he revert to being a "real" orc absent his cohorts and master? How does the player reasonably know this?
First, what hong said, this isn't a new issue to 4e -- with classed characters or the like, there are often surprises. (And based on your response, there are rumors regarding every classed orc in a tribe? "The tribe has a great chieftain, and a pair of really tough guards that watch the back gate.") These classed characters are easy to show off, since they will have different equipment, bearing, etc. Same with brutes vs. minions, etc.
Second, minion angels, demons, etc. will be part of specific encounters for specific types of characters. They should only be implemented in the good ol' epic characters vs. a horde of demons scenario.
Third, this isn't the first time I have seen minion style rules. Feng Shui and 7th Sea used similar rules, and they didn't stretch any players' credulity at tables where I played when they were used to present the right kind of encounter, ones that felt consistent with the scenario, genre, and type of situation faced. Minions are not there to present ultimate threats, but to help show off how tough the heroes are and set up a contrast to how bad the Big Bad is. They are the warmup to the action, but with a small touch of threat.
Now, this may not be your cup of tea (I like it as a way to set up action where the heroes feel like big stars), but they do feel to me much like the AD&D 1st edition rules that allowed fighters one attack per level against opponents with less than one hit die.
(Of course, at one point I though that that rule was terrible because it made the fighter seem superhuman. Over the years, I came to realize that in the context of a game where the wizard is already superhuman, it just gave a chance for multiple players to shine and actually feel like they are doing something at the table. Different strokes and all.)