Lizard said:
If one assumes minions will only ever fight level-appropriate PCs whose damage output is greater than their presumed hit points, yeah.
That's the purpose of minions.
If they're way overlevelled, they're already defended by their higher defense scores, and they're almost certainly hitting too often, and as a result doing more damage than they should. If you want them not to die in one hit, replace them with something closer to the right level.
If they're only a bit overlevelled, their hp total would still be such that a single hit could kill them, and there's only so much point to making the PCs roll against it (seriously, IIRC, none of the first-level pregens does less than 5 damage on an average hit. Does it matter much if the orc minion has 4 HP instead of 1?).
If they're underlevelled, their hp matters even less.
Lizard said:
I looked for a power in all entries, and couldn't find one which was universal. If it's Warrior's Surge, your logic makes sense, but again, why not call this out so it's obvious?
They almost certainly will in the appendix where "monster as PC stats" are supposedly located.
Lizard said:
It seems that there's an implicit "Don't worry about how it all works" attitude in the 4e rules. On the one hand, this makes design easy -- pick some random numbers that are 'close to' the numbers in the book. On the other hand, if you don't understand where those numbers came from, it's harder to see the consequences of changing them or know if you've 'cascaded' the values through properly.
It's
easier to see the
gameplay consequences of changing numbers, because your changes are explicity put in the context of making a level X challenge instead of adding class features and hit dice to monsters and recalculating every derived value from that.
I'm not sure why it's necessary to 'cascade' the values properly. I used to think it was a good idea, but I've since come to the conclusion that it's usually a waste of my time. I don't typically end up with a better-balanced monster at the end, and I also don't tend to have players who make me show my work when a monster surprises them by being better or worse at something than it "should" be.
Give me a simpler system that's designed primarily around being able to accurately judge how tough of a fight the monster represents any day.