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<blockquote data-quote="I'm A Banana" data-source="post: 4212816" data-attributes="member: 2067"><p>Close. The they're there to fall down and go blargh whenever the player makes them do that. 90% of the time, that'll likely be when they hit them. </p><p></p><p></p><p>4e disagress with this statement. 4e rewards missing ALL THE TIME (reliable abilities, half or modifier damage, whatever). It rewards hitting more, but a miss is still rewarded. I happen to think that this accomplishes a few nice goals. It lets the PC's be bad ass, it lets the PC's have SOMETHING when they're spending their resources, and it causes the players to enjoy whupping ass a little more, and be a little more bold.</p><p></p><p>These are all wonderful reasons to reward missing.</p><p></p><p>Minions, as written, jack with this. They suck all the FUN out of missing, because suddenly, nothing happens to them. They are immune!</p><p></p><p>That's lame. Especially for a critter whose entire purpose is to die horribly, that's REALLY lame. I can just imagine the cries out outrage around the table as I tell the PC's "I'm sorry, but while your uber-fireball, which you can only release once per day, was powerful enough to slightly injure that ancient wyrm over there, this orc underling went "owie" and continued on his way." </p><p></p><p>If a minion is supposed to be there to die, they should DIE, DIE, DIE. All the time! Fall like wheat before the thresher! And not just on a high d20 roll! </p><p></p><p>Now, I can see the reason they did it. And it's not because of this:</p><p></p><p>No, that doesn't really matter here. </p><p></p><p>The motive behind this little exception is pretty simple to find: Wiping out an entire platoon of minions with a fireball isn't a <em>challenge</em>, and giving the PC's the full reward for something they didn't really earn is lame, too. Minions, the theory goes, have to be immune to misses, because otherwise they're <em>too easy</em> to kill.</p><p></p><p>I will poo on that idea's grave.</p><p></p><p>Because minions are supposed to be easy to kill. And, IMC, they will be. Of course, this still means that it's not a challenge. Which is why the XP goes back to me, the DM, to use either in more minions, or in some more powerful monster.</p><p></p><p>The drudges are 44 XP. I just need 5 of them -- 5! -- to give me the XP for, say, an Eye of Gruumsh (with some to spare!). Let the party wizard wipe out the platoon. Let the fighter Tide of Iron the mooks. What do I care? Each one they kill with a miss lets me rain down more destruction on them later. </p><p></p><p>That's why "No XP for minions killed on a miss" is awesome.</p><p></p><p>And why "Minions take no damage on a miss" is a flaccid plazebo. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Easy? Sure.</p><p></p><p>But, because minions are supposed to be easy to drop, it sucks more.</p><p></p><p>IMO, YMMV, HTH.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4212816, member: 2067"] Close. The they're there to fall down and go blargh whenever the player makes them do that. 90% of the time, that'll likely be when they hit them. 4e disagress with this statement. 4e rewards missing ALL THE TIME (reliable abilities, half or modifier damage, whatever). It rewards hitting more, but a miss is still rewarded. I happen to think that this accomplishes a few nice goals. It lets the PC's be bad ass, it lets the PC's have SOMETHING when they're spending their resources, and it causes the players to enjoy whupping ass a little more, and be a little more bold. These are all wonderful reasons to reward missing. Minions, as written, jack with this. They suck all the FUN out of missing, because suddenly, nothing happens to them. They are immune! That's lame. Especially for a critter whose entire purpose is to die horribly, that's REALLY lame. I can just imagine the cries out outrage around the table as I tell the PC's "I'm sorry, but while your uber-fireball, which you can only release once per day, was powerful enough to slightly injure that ancient wyrm over there, this orc underling went "owie" and continued on his way." If a minion is supposed to be there to die, they should DIE, DIE, DIE. All the time! Fall like wheat before the thresher! And not just on a high d20 roll! Now, I can see the reason they did it. And it's not because of this: No, that doesn't really matter here. The motive behind this little exception is pretty simple to find: Wiping out an entire platoon of minions with a fireball isn't a [I]challenge[/I], and giving the PC's the full reward for something they didn't really earn is lame, too. Minions, the theory goes, have to be immune to misses, because otherwise they're [I]too easy[/I] to kill. I will poo on that idea's grave. Because minions are supposed to be easy to kill. And, IMC, they will be. Of course, this still means that it's not a challenge. Which is why the XP goes back to me, the DM, to use either in more minions, or in some more powerful monster. The drudges are 44 XP. I just need 5 of them -- 5! -- to give me the XP for, say, an Eye of Gruumsh (with some to spare!). Let the party wizard wipe out the platoon. Let the fighter Tide of Iron the mooks. What do I care? Each one they kill with a miss lets me rain down more destruction on them later. That's why "No XP for minions killed on a miss" is awesome. And why "Minions take no damage on a miss" is a flaccid plazebo. ;) Easy? Sure. But, because minions are supposed to be easy to drop, it sucks more. IMO, YMMV, HTH. [/QUOTE]
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