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Monster Knowledge Check, Monster Roles? Minion or not?
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<blockquote data-quote="DracoSuave" data-source="post: 4940380" data-attributes="member: 71571"><p>That depends on which literary form you use to inform your game. George R R Martin might inspire you to avoid minions all together just to give it a roughneck feel. Kill Bill on the otherhand...</p><p></p><p></p><p></p><p>...when The Bride was going into O-Ren Iishi's lair, you, she, and everyone know who was the mooks that would die by the hundreds, and who was the tough targets that would have a real fight.</p><p></p><p></p><p></p><p>Wasting a daily on one thing that dies from 1 hit point of damage is a LOT of waste.</p><p></p><p></p><p></p><p>For some people, that is very true. </p><p></p><p></p><p></p><p>If you feel the need to hide minions, chances are minions are not the appropriate monster role to use a lot of in your campaign.</p><p></p><p>That's not a bad thing, mind you. But minions are designed for a -very specific purpose- and expecting them to work outside that purpose is destined for failure. They're not traps designed to trick PCs into wasting resources, they are easily killed goons that players know they can kill en-masse, and thusly they get to enjoy the visceral thrill of masskilling.</p><p></p><p>You know, cause D&D is based on a power fantasy.</p><p></p><p></p><p></p><p>Minions aren't designed to be traps. </p><p></p><p></p><p></p><p>Minions aren't designed to be traps.</p><p></p><p></p><p></p><p>Minions aren't designed to be traps.</p><p></p><p></p><p></p><p></p><p>And the information 'This army is made of lesser trained individuals that will fall to my blade' is not hidden information, and the game does not pretend or even suggest it should be. The game's basic assumption is that it is a power fantasy, and that's where minions fall into place.</p><p></p><p>Stop trying to make them traps or tricks or mind games or toughies or anything they're not intended to be. They are swordfodder, and the characters -know- it.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4940380, member: 71571"] That depends on which literary form you use to inform your game. George R R Martin might inspire you to avoid minions all together just to give it a roughneck feel. Kill Bill on the otherhand... ...when The Bride was going into O-Ren Iishi's lair, you, she, and everyone know who was the mooks that would die by the hundreds, and who was the tough targets that would have a real fight. Wasting a daily on one thing that dies from 1 hit point of damage is a LOT of waste. For some people, that is very true. If you feel the need to hide minions, chances are minions are not the appropriate monster role to use a lot of in your campaign. That's not a bad thing, mind you. But minions are designed for a -very specific purpose- and expecting them to work outside that purpose is destined for failure. They're not traps designed to trick PCs into wasting resources, they are easily killed goons that players know they can kill en-masse, and thusly they get to enjoy the visceral thrill of masskilling. You know, cause D&D is based on a power fantasy. Minions aren't designed to be traps. Minions aren't designed to be traps. Minions aren't designed to be traps. And the information 'This army is made of lesser trained individuals that will fall to my blade' is not hidden information, and the game does not pretend or even suggest it should be. The game's basic assumption is that it is a power fantasy, and that's where minions fall into place. Stop trying to make them traps or tricks or mind games or toughies or anything they're not intended to be. They are swordfodder, and the characters -know- it. [/QUOTE]
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