Storm-Bringer said:
Except that is backwards. From the first information about Golden Wyverns, the proffered solution was always "change/houserule it".
For some things like names of things? I think this IS the preffered solution. Names are pretty relative. It's impossible to make a name EVERYONE will agree is good.
For rules, I'm with you that the preffered solution shouldn't just be house rule it. Eventually though, if you're in the minority, you have to accept the fact that the rule works for the majority and won't be changed... So you only have 2 solutions at that point really...
But the point is this: You claim taking out magical weapon bonuses from 3.x is very difficult. Except, the article previews state you can do this in 4e by giving players a boost to the attack every few levels. Well, again, this isn't unique to 4e. Do the same thing in 3.x, and miracle of miracles, you get the same outcome.
Eh... I would argue it's not quite that easy. The types and kinds of bonuses vary so much and effect things in different ways. Certain characters would probably need bigger bonuses, while others would need a different type of bonus all together... It can be done sure... But so far it looks much easier in 4e. (and as a DM with not so much time on my hands for side projects... easier is better.)
There were no minions in 3.x because nobody needed them. Those that did had a system in place. As I, and others, have demonstrated, you can drop a 3.x monster to 1hp, quarter the CR and amazingly, you have a 4e style minion.
Chicken or the egg? I used minions, but they never seemed to play out so well. Either it was too much of a challange and I had to fudge to reduce TPKs or too little of a challange, and I had to fudge to prevent premature gameoverulation.
Also an official rule on it makes it easier/possible to include them in things like official adventures, and settings and such. Doing this means more adventure options. More options means more fans being catered too. This is not a bad thing at all. More fans means more good for D&D.
I haven't had the time to scour the forums, but here is what I am getting at: There was no outcry for the things 4e is 'fixing' until the previews at the first of the year. For example, with all the open content, and the millions of players out there, I would have expected dozens of systems for creating minions/mooks in D&D. There were what, two? Three? Where was the clamour for 'easily dispatched but still dangerous monsters'? Where are the endless flamewars over diagonal movement? Why were most of these things unheard of until recently?
Selective memory? Talk about wanting this stuff I would say led to patches like mob rules and swarms. It was just an alien way of thinking to 3e with it's you fight x number of monsters in x number of encounters...
I contend that nearly everything that 4e promises to improve on is based almost entirely on fictitious claims about 3.x.
Easier to prepair and run. I've seen a TON of threads on enworld a lone complaining about the amount of time it takes to prep for 3e. Usually people asking for solutions and such.
Quicker battles. man I know I had an issue with that, and I KNOW a lot of hreads on enword were about battle length.
Plus there's also the "it's what we got so why complain" mindset. I played AD&D. It was fun. There were issues I had with the system, but I didn't spend all my time complaining about it. Had someone asked, I would have mentioned them, but still it was a game, it was fun, if I felt the need to bitch that much why would I play it???
3e is/was fun. It still had issues, many of which I find 4e to be fixing.
How is "You roll a lot of dice and the end result - you win" any less obvious in 4e? Minions have one hit point, but otherwise, the same stats as a similarly leveled monster. It's the exact same in 3.x, when you drop a monster down to 1hp. They still have a good chance to injure the characters, and they go down in one hit. In a previous post, I listed a statblock for an Ogre Mage minion. 1hp, 2CR, otherwise, the same as any other Ogre Mage. How is that different than 4e?
It's not, but it fits the system better in 4e then the above would. I think in my eyes, they've fixed the overall issue I've had with monsters for a while. Minions are simply an outcome of that.
Additionally, you contradict yourself. In the 3.x example, you list "while the quick way, a area effect spell, can hurt you in a later encounter that day" as a detriment, but in 4e, "you actually risk death or at least serious resource expenditure" as a benefit. If resource expenditure is a detriment, it is a detriment in both. As well, if it is a benefit, it is a benefit for both.
I don't understand this paragraph.
Unfortunately, minions undermine that idea. You aren't outsmarting or outfighting them. They aren't individually a threat, because they are too fragile. They are paper targets. They are training wheels. They are toddlers with foam bats.
Yes they are. They can still harm you. They ahve the ability to hit you and do damage. (Which also is average damage so they're never going to do that oh... he only did a point of damage" shtick.)
Calling them insulting names will not change this. They might be less of a threat then say the BBEG controlling them, but they are still a threat to your character.
How is this hard to understand?
Mechanically, they are no different than Wandering Damage. They don't even have a mechanical damage threshold to surpass, just a simple attack roll. I don't see how to derive a sense of accomplishment from rolling 12 or better on a d20. It's not like everyone has to work together to overcome them. Everyone will put one down per hit. In fact, it discourages teamwork, because concentrating more than one person on a minion is a terrible tactic. The Wizard will plink at least one per round with Magic Missile. The Eldarin Rogue will drop one, teleport and drop another. Finish off the minions, take your healing surges and get to the real fight. I can't think of much that is less tactically interesting, or has a greater sense of 'obligatory fight scene'.
Except there is also the BBEG in the background doing fun things like dropping AOE powers on you, or ranged attacks.
Sure, one goes down per hit. But they still take damage from the ones that didn't go down. Now the BBEG has one less healing surge to contend with.
They give DMs options. Why are options a bad thing???
I have heard theories that the new edition aims to challenge the character and not the player, where previous editions were the opposite. I don't see how minions even really challenge the characters.
I'm not sure what this means either. What do you mean by challange the character and not the player?
Which is problematic when fluff gets entangled in the rules. I can give everyone a static +1 to saves every five levels, and the only thing it skews is a bit of math at higher levels. But if I don't want tieflings to have such goofy names, or hail from the forgotten empire... I'm kind of stuck, because new players to my table will have expectations for tieflings.
Not so much difefrent for just about any edition fot eh game? There's always been people wanting to play something that I might not find "right" for my game.
Oh you want to play a CE anti-paladin vampire 1/2 dragon drider with wings?