Well, I've been using this house rule just fine:
Remove the existing minion rule, change to 'Minion Weakness
If a minion is hit for any damage, it dies. If a minion takes damage without being hit, it is not killed, but it becomes bloodied and dies the next time it takes any damage in any way.'
So, automatic damage (auras, ongoing, damage shields, etc) would bloody then kill minions, damage on miss abilities (like dailies, hammer rhythm, reaping strike, etc) would bloody then kill, etc.
Why: Because it feels unfair and unrealistic to players for their half damage or damage on miss abilities to never work on minions, while it feels cheap or too easy for automatic damage effects to kill them. Plus it allows minions to live in the "bloodied" design space with everyone else.
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.
Well, I've been using this house rule just fine:
Remove the existing minion rule, change to 'Minion Weakness
If a minion is hit for any damage, it dies. If a minion takes damage without being hit, it is not killed, but it becomes bloodied and dies the next time it takes any damage in any way.'
So, automatic damage (auras, ongoing, damage shields, etc) would bloody then kill minions, damage on miss abilities (like dailies, hammer rhythm, reaping strike, etc) would bloody then kill, etc.
Why: Because it feels unfair and unrealistic to players for their half damage or damage on miss abilities to never work on minions, while it feels cheap or too easy for automatic damage effects to kill them. Plus it allows minions to live in the "bloodied" design space with everyone else.
Well, I've been using this house rule just fine:
Remove the existing minion rule, change to 'Minion Weakness
If a minion is hit for any damage, it dies. If a minion takes damage without being hit, it is not killed, but it becomes bloodied and dies the next time it takes any damage in any way.'
So, automatic damage (auras, ongoing, damage shields, etc) would bloody then kill minions, damage on miss abilities (like dailies, hammer rhythm, reaping strike, etc) would bloody then kill, etc.
Why: Because it feels unfair and unrealistic to players for their half damage or damage on miss abilities to never work on minions, while it feels cheap or too easy for automatic damage effects to kill them. Plus it allows minions to live in the "bloodied" design space with everyone else.
Here's my suggestion for how to modify minions. I don't think any part of this is particularly unique, though I haven't seen this exact proposal out there. It's quite simple, since it only addresses "auto-damage", and also keeps all of the rolling done by the players.
When PC’s deal “auto-damage” (damage that does not require an attack roll) against a minion, the player has to make a d20 roll, and get a result of 10 or higher, to reduce the minion to 0 HP.
There is one exception to this rule: 1) the rule does not apply to any damage PC’s deal using a 1st level at-wills (e.g. cleave, cloud of daggers, greenflame blade);
Potential second exception: 2) once per round, a player may choose one minion that takes auto-damage from that PC and declare that that his or her d20 roll automatically succeeds, before making the roll.