AbdulAlhazred
Legend
I gave these rules a try, and they worked quite well at upper heroic tiers of play. (Level 6-13 minions). It worked well for allied minions as well - and depicting the chaos of a fight with more than one faction. The PCs would spend abilities to heal the bloodied minions on their side, so they could fight off the other enemies that threatened them. I suspect it may not work as well for Level 1-5 minions, as they'd probably all be one-hit kills considering level 1-5 PC damage expressions.
- Minions have a Damage Threshold, equal to their level + adjusted Constitution ability score modifier.
- If damage is dealt to the minion equal or above its damage threshold, it dies.
- If damage is dealt to the minion that is less than its damage threshold, the minion is bloodied.
- Any damage dealt to a bloodied minion causes it to die.
- Bloodied minions may spend a healing surge (if someone gives that ability) to remove that condition.
- Misses now effect minions normally.
Yeah, well, seems to me the level 1-5 or so minions don't REALLY need to be 'tough' in general. My hobgoblin camp example is actually a bit of an oddball since it is a whole level 4 encounter made up of MOSTLY minions, but if you just have 3-4 low level minions then it really won't make much difference. As you observe though when you start getting into the high level minions, especially the ones BEYOND heroic tier, then making them tough adds a nice dimension. The trick of course being to make their MDT such that they aren't totally cleaned out by a low level AoE, but will be pretty much cleared out if the controller spends a bit better power on doing it. My thinking is a directed attack should basically kill a minion maybe 90% of the time. I'm just tired of the wizard popping them like soap bubbles en-masse.