Personally, I prefer saves to tracking bloodied because it's a one-time thing. Minion takes passive damage > roll save. Passed? Still alive, nothing to track. Failed? Dead, nothing to track. Compared to bloodied, where I have to remember/mark each bloodied minion, it's a much smaller investment.
I think my next campaign will be using the following rule for minions:
Minion: Any damage resulting from the Hit effect of a power or ability automatically kills a minion (even if the attack roll wasn't directed at the minion). A missed attack never damages a minion. If a minion takes damage from a passive source, it makes a save. If the save succeeds, the minion survives the damage. If the save fails, the minion dies. Minions suffer a -2 penalty on all saving throws.
That wording keeps things like Cleave and splash damage as minion-killers, but gives minions a smidge more survivability. I kept the "no damage on a miss" because otherwise area attacks become even bigger minion-munchers than they are now.
I think my next campaign will be using the following rule for minions:
Minion: Any damage resulting from the Hit effect of a power or ability automatically kills a minion (even if the attack roll wasn't directed at the minion). A missed attack never damages a minion. If a minion takes damage from a passive source, it makes a save. If the save succeeds, the minion survives the damage. If the save fails, the minion dies. Minions suffer a -2 penalty on all saving throws.
That wording keeps things like Cleave and splash damage as minion-killers, but gives minions a smidge more survivability. I kept the "no damage on a miss" because otherwise area attacks become even bigger minion-munchers than they are now.