Why I hate minions not taking damage on misses:
Character A is a fighter who deliberately spent scarce resources (an at-will) on an ability that does his str mod on a miss. He has Str 18. He misses a minion, but the 4 points vanish into the ether. Sucks to have spent resources on that ability.
Character B is Tira from the DDXP. Her basic melee attack does d4. She hits, killing a minion.
Character B, on a hit, crit even, cannot do more damage than A does on a miss. Except against minions.
Just give minions hp=level (or similar, maybe lvl/2+1 to make low level misses not quite guaranteed to drop a low level minion, but keep with the slower 4e damage growth), but die on any hit rather than hp=1, no damage on miss.
Let a character who focuses on doing damage on misses 1/round equal level minions, and those who incidentally do damage on misses need to spend 2 misses to drop one.
Character A is a fighter who deliberately spent scarce resources (an at-will) on an ability that does his str mod on a miss. He has Str 18. He misses a minion, but the 4 points vanish into the ether. Sucks to have spent resources on that ability.
Character B is Tira from the DDXP. Her basic melee attack does d4. She hits, killing a minion.
Character B, on a hit, crit even, cannot do more damage than A does on a miss. Except against minions.
Just give minions hp=level (or similar, maybe lvl/2+1 to make low level misses not quite guaranteed to drop a low level minion, but keep with the slower 4e damage growth), but die on any hit rather than hp=1, no damage on miss.
Let a character who focuses on doing damage on misses 1/round equal level minions, and those who incidentally do damage on misses need to spend 2 misses to drop one.