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Let's talk about minions...
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<blockquote data-quote="Cadfan" data-source="post: 4444808" data-attributes="member: 40961"><p>I'm pretty sure this is exactly what the design intent is. Minions go down on one <em>good</em> hit, where a "good hit" is defined as "successful attack roll on an attack that deals hit point damage." On anything other than a "good hit," they take damage, but don't actually die.</p><p></p><p>And that emphasizes my objection to the minion rules as they presently stand. I can accept that as a valid definition of "good hit," but it results in situations where a "bad hit" might deal 20 points of damage to a nearby non minion, and a "good hit" that kills a minion only deals 2, because the "bad hit" was from a missed attack roll on a very large power, and the "good hit" was from automatic damage dealt by a small power.</p><p></p><p>I like the idea of removing foes on a "good hit," I just want a more consistent definition of "good hit."</p><p></p><p>Another possible way to define "good hit" would be to give them one hit point and Resist All X.</p><p></p><p>The good part about doing that is that it would clean up details like fey pact teleportation slaughtering minions by dealing 3 damage to everyone nearby without an attack roll, or cloud of daggers auto-killing minions with 2 points of damage, while fireballs fail to kill them on misses even though they do dozens of points of damage to everyone else.</p><p></p><p>The bad part is that the designers seem to intend certain things to be "good hits," like Cleave, but they don't actually do enough damage to exceed a threshold I might set for damage resistance, or, they exceed the damage resistance at lower levels but stop exceeding it at higher levels, since ability scores scale less quickly than 1/2 level or anything else I might set.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4444808, member: 40961"] I'm pretty sure this is exactly what the design intent is. Minions go down on one [I]good[/I] hit, where a "good hit" is defined as "successful attack roll on an attack that deals hit point damage." On anything other than a "good hit," they take damage, but don't actually die. And that emphasizes my objection to the minion rules as they presently stand. I can accept that as a valid definition of "good hit," but it results in situations where a "bad hit" might deal 20 points of damage to a nearby non minion, and a "good hit" that kills a minion only deals 2, because the "bad hit" was from a missed attack roll on a very large power, and the "good hit" was from automatic damage dealt by a small power. I like the idea of removing foes on a "good hit," I just want a more consistent definition of "good hit." Another possible way to define "good hit" would be to give them one hit point and Resist All X. The good part about doing that is that it would clean up details like fey pact teleportation slaughtering minions by dealing 3 damage to everyone nearby without an attack roll, or cloud of daggers auto-killing minions with 2 points of damage, while fireballs fail to kill them on misses even though they do dozens of points of damage to everyone else. The bad part is that the designers seem to intend certain things to be "good hits," like Cleave, but they don't actually do enough damage to exceed a threshold I might set for damage resistance, or, they exceed the damage resistance at lower levels but stop exceeding it at higher levels, since ability scores scale less quickly than 1/2 level or anything else I might set. [/QUOTE]
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