I've been using minions ever since I've been playing 4E, and they haven't been satisfying as written.
The single biggest issue is that my players don't often see them as a credible threat. When the ranger uses twin strike or the wizard uses scorching burst to take out some minions, their reaction is generally that they have wasted an attack roll--not that they are mighty heroes defeating monsters with a single blow. But then again, my group particularly enjoys being challenged. I could see how minions as written might work in someone's game, it just doesn't seem right for mine.
I tweaked a new minion system for my homebrew and it's been working well so far. Here's how it works.
1) Pick a standard monster.
2) Reduce hit points to 25% of their normal value. Don't worry about a bloodied value. For the purposes of effects that depend on the target being bloodied, consider the minion bloodied after being hit once by a player character's attack.
3) Reduce all defenses by 1. Pick a particular defense that you'd like to be weak and subtract another 1 from that defense.
4) Reduce damage from their basic attack to a flat die value (1d6+2 or 2d6+5 becomes just 1d6 or 2d6, for example). Minions should be one-trick ponies, so take away all other attacks they may have. If they have a cool ability (like extra damage from combat advantage or something similar), leave that ability as-is.
5) When actually running minions in combat, there's no need to track individual hit points for each minion. Just track the total damage inflicted against all minions of the same type in a single "damage pool." Whenever the characters do an amount of damage equal to or greater than the value of the damage pool, the minion that was hit last dies. "Leftover" damage may or may not carry over, depending on how dangerous you want the fight to be.
The single biggest issue is that my players don't often see them as a credible threat. When the ranger uses twin strike or the wizard uses scorching burst to take out some minions, their reaction is generally that they have wasted an attack roll--not that they are mighty heroes defeating monsters with a single blow. But then again, my group particularly enjoys being challenged. I could see how minions as written might work in someone's game, it just doesn't seem right for mine.
I tweaked a new minion system for my homebrew and it's been working well so far. Here's how it works.
1) Pick a standard monster.
2) Reduce hit points to 25% of their normal value. Don't worry about a bloodied value. For the purposes of effects that depend on the target being bloodied, consider the minion bloodied after being hit once by a player character's attack.
3) Reduce all defenses by 1. Pick a particular defense that you'd like to be weak and subtract another 1 from that defense.
4) Reduce damage from their basic attack to a flat die value (1d6+2 or 2d6+5 becomes just 1d6 or 2d6, for example). Minions should be one-trick ponies, so take away all other attacks they may have. If they have a cool ability (like extra damage from combat advantage or something similar), leave that ability as-is.
5) When actually running minions in combat, there's no need to track individual hit points for each minion. Just track the total damage inflicted against all minions of the same type in a single "damage pool." Whenever the characters do an amount of damage equal to or greater than the value of the damage pool, the minion that was hit last dies. "Leftover" damage may or may not carry over, depending on how dangerous you want the fight to be.