I won't (haven't, now, as of yesterday, hehe!) flat-out tell my players they're minions.Nightchill said:I'm happy for the players to know. As combat veterans I assume their characters will have some knowledge of how tough/clever an opponent is from his stance, equipment, spatial awareness etc etc. So for humanoid opponents, the peons should be fairly evident.
For non-humanoid/monstrous/aberration opponents? Hm..
I won't go to excessive lengths to disguise them, though.
What I found myself doing was using markers (damn random minis!) to distinguish enemies by type (when recognizably different -- these have slings, these have shields, these have spears, etc.) accurately. I go ahead and roll a die for "damage" when I attack with them, but ignore it and make sure the damage is behind my screen so it's not ridiculously apparent that I'm doing so. I think after the 2nd or 3rd out of 5 minions in the first encounter, at least one of my players caught on that the blue tokens were dropping like flies.
Of course, next encounter, I'll be mixing it up and changing the color on them. But as has been mentioned, the astute among them will probably notice that, gosh, there are a lot of brown ones.
Eventually, when it becomes apparent that they're becoming comfortable with estimating minion status by number, I'll start dividing the minions into two types (either fluff-wise or mechanically), for instance, or design encounters where the standard monsters outnumber the minions occasionally (I'll have a largish group, so I think this will be doable).
But I don't forsee going to drastic measures like actually converting damage to rolls, or anything that would mitigate the time savings of using minions to begin with.