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Let's talk about minions...
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<blockquote data-quote="TheSleepyKing" data-source="post: 4443877" data-attributes="member: 63491"><p>When I first read about them, I was a fan of minions. I got their relativistic nature, and it seemed to make sense. But they haven't worked out so well in practice. Thanks to minions, my players <em>always</em> lead combat with (enlarged) dragonborn breath and burning hands, which pretty much clears out all minions instantly. It makes them pretty much pointless, except to give the wizard a sense of usefulness (which she doesn't really have without minions, because she's otherwise mostly useless outside of dailies).</p><p> </p><p>I also find the difference between regular creatures and minions too significant, so much so that it's jarring. One goblin is an absolute tank, taking four or five hits (or more), while the guy next to him drops in one. It all gets a little too metagamey.</p></blockquote><p></p>
[QUOTE="TheSleepyKing, post: 4443877, member: 63491"] When I first read about them, I was a fan of minions. I got their relativistic nature, and it seemed to make sense. But they haven't worked out so well in practice. Thanks to minions, my players [I]always[/I] lead combat with (enlarged) dragonborn breath and burning hands, which pretty much clears out all minions instantly. It makes them pretty much pointless, except to give the wizard a sense of usefulness (which she doesn't really have without minions, because she's otherwise mostly useless outside of dailies). I also find the difference between regular creatures and minions too significant, so much so that it's jarring. One goblin is an absolute tank, taking four or five hits (or more), while the guy next to him drops in one. It all gets a little too metagamey. [/QUOTE]
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