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Minions and hps
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<blockquote data-quote="Atropos" data-source="post: 4482332" data-attributes="member: 71397"><p>No, this is due to the DM using minions with an eye towards tactics. They don't stand around in clumps waiting to get AOE'd, they don't all charge the fighter, and when they get into a position where they will certainly die, they always get at least one attack in or stands in such a way as to block a charge, engage a ranged character etc. Their presence forces us to decide whether to spend time clearing them out or concentrating on the real threats immediately. Making minions significantly harder to kill (and doing nothing else) would destroy this tactical consideration, as clearing the minions first would almost always become the suboptimal choice. </p><p></p><p></p><p>Loaded question. Is maneouvering not fighting? Does the warlock not spend his curse killing minions instead of targeting the real threats on that turn? </p><p></p><p></p><p>That is what they are. If you don't play them with tactics in mind, they will underperform, same as every other monster.</p><p></p><p></p><p>Yes, combined arms rules. The wizard clearing out a clutch of minions to let the fighter charge is teamwork and smart tactics. This is not a game problem.</p><p></p><p></p><p>I think your expectations of what the system provides is at fault here. Perfect encounter balance is not just impossible to achieve, it is deprotagonizing towards the players, because it removes the consequences of their choices. If gearing your party toward fighting minions, or undead, or solos, does not in fact make those fights easier, then your choices as a player cease to matter. Auto-damage abilities, or turn undead, or heavy debuffs and lockdown abilities, are not game problems, even if they make some fights easier than others with the same XP budget.</p><p> </p><p></p><p>If it has, the results have not been taken to heart by the providers of the examples in this thread, which are all examples of poor encounter design, poor tactics, or both. I have not yet seen an example where even proper encounter design and good tactics failed to challenge a group with a normal amount of minion-counters. All we get is the worst-case scenarios, and those are not proper cases to base a rules hack on.</p></blockquote><p></p>
[QUOTE="Atropos, post: 4482332, member: 71397"] No, this is due to the DM using minions with an eye towards tactics. They don't stand around in clumps waiting to get AOE'd, they don't all charge the fighter, and when they get into a position where they will certainly die, they always get at least one attack in or stands in such a way as to block a charge, engage a ranged character etc. Their presence forces us to decide whether to spend time clearing them out or concentrating on the real threats immediately. Making minions significantly harder to kill (and doing nothing else) would destroy this tactical consideration, as clearing the minions first would almost always become the suboptimal choice. Loaded question. Is maneouvering not fighting? Does the warlock not spend his curse killing minions instead of targeting the real threats on that turn? That is what they are. If you don't play them with tactics in mind, they will underperform, same as every other monster. Yes, combined arms rules. The wizard clearing out a clutch of minions to let the fighter charge is teamwork and smart tactics. This is not a game problem. I think your expectations of what the system provides is at fault here. Perfect encounter balance is not just impossible to achieve, it is deprotagonizing towards the players, because it removes the consequences of their choices. If gearing your party toward fighting minions, or undead, or solos, does not in fact make those fights easier, then your choices as a player cease to matter. Auto-damage abilities, or turn undead, or heavy debuffs and lockdown abilities, are not game problems, even if they make some fights easier than others with the same XP budget. If it has, the results have not been taken to heart by the providers of the examples in this thread, which are all examples of poor encounter design, poor tactics, or both. I have not yet seen an example where even proper encounter design and good tactics failed to challenge a group with a normal amount of minion-counters. All we get is the worst-case scenarios, and those are not proper cases to base a rules hack on. [/QUOTE]
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