JohnSnow said:
Irda Ranger, basically, you're claiming that your concerns about minions are solely related to the game rules discrepancy between how the game treats minions.
Yes. They're aberrant.
JohnSnow said:
you wrote a very impressive treatise with scientific sounding terms like "game theory" "Four-factor system" and "two-factor sytem" (and even some impenetrable jargon like 4FS and 2FS) to prove your point.
I hope the use of the word "impressive" wasn't sarcasm.

I only used (or invented) "jargon" because I lacked commonly used terms that captured the ideas I was trying to convey. Normally I'm a fan of
Churchill's Dictum, broadly speaking.
JohnSnow said:
However, the simple fact is that your fundamental point is incorrect. A minion is NOT, as you claim, a "2FS creature in a 4FS game." It's just an easily killable 4FS creature. That's it. Full stop.
Wrong. Full stop. Minions (effectively) have null HP and take null damage. They only register a hit or a miss. The threshold factors are retained but the ablative factors are entirely lost on it. Ergo, there are only two factors.
Which brings us too:
JohnSnow said:
They're at the opposite end of the scale from the solo monster.
Solo Monsters obey all the rules of a 4FS. Minions do not. That is a difference in kind, not degree. The scale for 4FS opponents is Normal --> Elite --> Solo. Minions aren't on it.
JohnSnow said:
However what they actually represent in game are obstacle opponents ...
they exist to provide tactical options and more variety in combat scenarios ...
Simply put, minions allow one to create more tactically interesting encounters ...
minions are all about narrative flexibility ...
minions (like Elites and Solos) exist to provide tactical options to the DM ...
From a narrative standpoint, minions fill a crucial role
I'm not trying to pick a fight with you, but I think I've made clear that I don't find these to be satisfying answers. For my mind, there needs to be more than that. The parts should compliment the whole, and the whole should achieve the desired ends without ugly kludges. We get by with "good enough" design all the time, but why not try to puzzle it out and perhaps find a more elegant solution? Hence, the thread.
Luckily JohnSnow I've always found you to be a close reader and fair poster, and you don't disappoint once more.
JohnSnow said:
Now, if you're going to argue from a "gameworld verisimilitude standpoint" that minions are "unfair," you actually have a point.
...and we arrive at our destination. This was my point. Or, a part of it, at any rate.
JohnSnow said:
Yes, that's often described as being more "fun" because isn't "fun" the point of playing a game?
Of course, but why settle for
only fun? Aesthetics matter too.
FWIW, I have also found this discussion to be fun. I hope a few others have as well. And if by means of this thread a more elegant solution is found for "the Stormtrooper problem", and the fun of the system is either maintained (or even improved!), wouldn't that be nice?