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Minions are alien visitors from another kind of game
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<blockquote data-quote="ShockMeSane" data-source="post: 4215151" data-attributes="member: 64606"><p>I'm not really sure what the big issue here is. You shouldn't let your players know they are fighting minions. You should describe a missed encounter/daily with on-miss damage as "scorching/injuring/whatever" on the minion, so as to not obviously give away their minion status. Hey, you should probably even pretend to roll dice for minion damage and then pretend you are the worlds fastest mathematician.</p><p></p><p>Minions are not a special subset of the race in question that dies whenever a strong gust of wind hits them. Others have described this well enough. They are the orcs who are destined to not block your successful attack. As D&D's HP system has never, ever modeled wounding in any kind of Core way, the difference between 300 and 0 hps is and always has been only a lot of dodging, getting scrapped, and losing your will to fight on. Minions are in fact, a tool so that you can create a suitably heroic encounter for your heroes IF YOU SO DESIRE.</p><p></p><p>Minions are not designed as a special kind of pitiful version of that race that is somehow very adept at striking, damaging, and dodging, but still dies to a peasants attack. As a RESPONSIBLE DM you need to decide when minions are appropriate to the scenario YOU WANT TO CREATE.</p><p></p><p>I realize some people will never get past the bag-o-rats syndrome. This seems impossible to me in reality, as anything other than a way over the top example to try and prove a point on the internet rather than anything a sane DM would allow at his gaming table. But hey, you may play with a whole bevy of insane people and over at the asylum throwing the spirit of the rules to the wind and arguing over ridiculous rules minutae that is clearly against anything the game designers could have possibly had in mind may be the order of the day.</p><p></p><p>There is nothing forcing a single person here to make use of minions. Hey, even if you like buying adventure modules because you are too busy/lazy (I can relate to the former some games) to do your own, you can swap out 4 minions for a like-leveled foe.</p><p></p><p>Even if it is an addition that you simply cannot wrap your mind around, for whatever reasons I'm sure are completely legitimate to your enjoyment of the game, there is absolutely nothing that makes you use minions. Even if you want to use non-minion Orcs at level 1, we have the rules available to scale them down to your desire.</p><p></p><p>It is simply an addition to the game, and one that no specific DM must ever take part of. In fact, it is so easy to remove from your adventure/campaign/module altogether that the anger I've seen towards it seems beyond nitpicky.</p><p></p><p>There are a lot of legitimate concerns people might have about 4E, things that a DM or players can't easily handle without some serious work and discussion. This is not one of them.</p></blockquote><p></p>
[QUOTE="ShockMeSane, post: 4215151, member: 64606"] I'm not really sure what the big issue here is. You shouldn't let your players know they are fighting minions. You should describe a missed encounter/daily with on-miss damage as "scorching/injuring/whatever" on the minion, so as to not obviously give away their minion status. Hey, you should probably even pretend to roll dice for minion damage and then pretend you are the worlds fastest mathematician. Minions are not a special subset of the race in question that dies whenever a strong gust of wind hits them. Others have described this well enough. They are the orcs who are destined to not block your successful attack. As D&D's HP system has never, ever modeled wounding in any kind of Core way, the difference between 300 and 0 hps is and always has been only a lot of dodging, getting scrapped, and losing your will to fight on. Minions are in fact, a tool so that you can create a suitably heroic encounter for your heroes IF YOU SO DESIRE. Minions are not designed as a special kind of pitiful version of that race that is somehow very adept at striking, damaging, and dodging, but still dies to a peasants attack. As a RESPONSIBLE DM you need to decide when minions are appropriate to the scenario YOU WANT TO CREATE. I realize some people will never get past the bag-o-rats syndrome. This seems impossible to me in reality, as anything other than a way over the top example to try and prove a point on the internet rather than anything a sane DM would allow at his gaming table. But hey, you may play with a whole bevy of insane people and over at the asylum throwing the spirit of the rules to the wind and arguing over ridiculous rules minutae that is clearly against anything the game designers could have possibly had in mind may be the order of the day. There is nothing forcing a single person here to make use of minions. Hey, even if you like buying adventure modules because you are too busy/lazy (I can relate to the former some games) to do your own, you can swap out 4 minions for a like-leveled foe. Even if it is an addition that you simply cannot wrap your mind around, for whatever reasons I'm sure are completely legitimate to your enjoyment of the game, there is absolutely nothing that makes you use minions. Even if you want to use non-minion Orcs at level 1, we have the rules available to scale them down to your desire. It is simply an addition to the game, and one that no specific DM must ever take part of. In fact, it is so easy to remove from your adventure/campaign/module altogether that the anger I've seen towards it seems beyond nitpicky. There are a lot of legitimate concerns people might have about 4E, things that a DM or players can't easily handle without some serious work and discussion. This is not one of them. [/QUOTE]
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