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Minion Fist Fights
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<blockquote data-quote="robertliguori" data-source="post: 4220935" data-attributes="member: 47776"><p>Lots of literature features characters who go through an improbable number of combats if their ability to survive was merely skill-based, even with superlative or superhuman levels of skill. However, when enough mundane force is applied in a short enough period of time, these characters can fall. Hit points represents this adequately.</p><p></p><p>Minions represent a universe in which certain characters are utterly cursed by fate, and are utterly incapable of enduring the level of damage one would expect from creatures of their build, size, and specific anatomy. If I attack a pig with a dagger, out of the blue, I do not expect to inflict an instantly-debilitating injury 100% of the time I connect. Why should I assume any differently about an orc? The minion rules assume that given creatures have totally avoided any form of potentially-disabling injury until they encounter the PCs, at which point any at all* direct damage will slay them.</p><p></p><p>Of course, there's also the fact that some minions don't take damage from missed attacks. This means that not only does the universe hate these creatures, but it hates them selectively; it will keep them alive until someone takes a swing at them and connects. An attack that blankets the area in deadly fire (and thus does not produce an attack roll) does not and cannot hurt a minion.</p><p></p><p>Really, the problem stems from the fact that minions were created to represent dramatic set pieces, and not to represent an element in a fantasy world. And the problem with this is that without representing the element thereof, there is minimal (if any) drama. It is much easier for me to get excited about defending a castle from a horde of 3.5E orc warrior1s (some with a few interesting feat selections to keep things lively) than from the 4E minions, because the 4E orcs don't seem to represent anything other than playing pieces which you need to hit to remove from the game board.</p><p></p><p>Also, in terms of realism, the minion/hero dichotomy leaves worlds to be desired. In 3.5E, the average person in a Western country would be represented by a character with one d6 or d4 HD, a low or nonexistent Con bonus, and no armor. An average sword swing from a person with average strength will instantly drop such a person slightly better than two-thirds of the times it connects.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4220935, member: 47776"] Lots of literature features characters who go through an improbable number of combats if their ability to survive was merely skill-based, even with superlative or superhuman levels of skill. However, when enough mundane force is applied in a short enough period of time, these characters can fall. Hit points represents this adequately. Minions represent a universe in which certain characters are utterly cursed by fate, and are utterly incapable of enduring the level of damage one would expect from creatures of their build, size, and specific anatomy. If I attack a pig with a dagger, out of the blue, I do not expect to inflict an instantly-debilitating injury 100% of the time I connect. Why should I assume any differently about an orc? The minion rules assume that given creatures have totally avoided any form of potentially-disabling injury until they encounter the PCs, at which point any at all* direct damage will slay them. Of course, there's also the fact that some minions don't take damage from missed attacks. This means that not only does the universe hate these creatures, but it hates them selectively; it will keep them alive until someone takes a swing at them and connects. An attack that blankets the area in deadly fire (and thus does not produce an attack roll) does not and cannot hurt a minion. Really, the problem stems from the fact that minions were created to represent dramatic set pieces, and not to represent an element in a fantasy world. And the problem with this is that without representing the element thereof, there is minimal (if any) drama. It is much easier for me to get excited about defending a castle from a horde of 3.5E orc warrior1s (some with a few interesting feat selections to keep things lively) than from the 4E minions, because the 4E orcs don't seem to represent anything other than playing pieces which you need to hit to remove from the game board. Also, in terms of realism, the minion/hero dichotomy leaves worlds to be desired. In 3.5E, the average person in a Western country would be represented by a character with one d6 or d4 HD, a low or nonexistent Con bonus, and no armor. An average sword swing from a person with average strength will instantly drop such a person slightly better than two-thirds of the times it connects. [/QUOTE]
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