Fanaelialae
Legend
KarinsDad said:Actually, minion battles will often result in more damage shy of some special PC ability to take out multiple minions in a single round.
As an example, a first level Goblin Minion has AC 16, +5 to hit, and does 4 points of damage. 4 of them do a lot more damage per round than a first level Goblin Lurker (AC 16, +5 to hit, D6+2 damage) or a first level Goblin Skirmisher (AC 17, +6 to hit, D8+2 damage), even though these are consider equivalent encounters based on XP.
As an example, with a 40% chance to hit for the Minion, they average 1.6 points per round (each, including criticals which do not increase the damage), the Lurker averages 2.325 damage, and the Skirmisher averages 3.1 points of damage.
So if there are 4 minions, they will average 6.4 of damage on the first round (assuming they win initiative) whereas the other two average less damage. In a 1 PC vs. either 4 minions or 1 non-minion, the 4 minions will probably average about 30% to 40% more damage overall. Regardless of how quickly the PC can get rid of a given goblin foe, the damage ratio (this is a ratio, not a total of real damage) would be 6.4 + 4.8 + 3.2 + 1.6 vs. 2.325 + 2.325 + 2.325 + 2.325 or 3.1 + 3.1 + 3.1 + 3.1, or 16 vs. 9.3 vs. 12.4.
This is extremely rough estimating of these ratios with minions falling by the wayside quicker than non-minions, but basically valid (of course the skirmisher will take slightly longer to dispose of). And, there will be a lot of factors here, but the bottom line is that it will often take about the same amount of time to dispose of 4 minions as it does 1 non-minion, but there are typically 2 to 3 times as many overall attacks by the 4 minions for 50% to 65% of the damage of a single non-minion.
The counter for this increase in monster damage by minions over same XP non-minions is to have PCs kill multiple minions with a single power such as the Fighter's Cleave power.
You're assuming that all of the minions reach the characters. This isn't necessarily a fair assumption because each player gets to roll an initiative vs one initiative rolled for the minions- the odds favor the PCs, that barring a surprise round at least some of them will get to act first. If even one minion goes down while the rest are closing in, the damage becomes significantly reduced.
I'm assuming 40% chance to hit for the minions, as you did.
The Goblin Warrior (also level 1) has +1 greater to hit, so his chance to hit in melee is 45%, for 2.925 damage each round.
6.4 + 4.8 + 3.2 + 1.6= 16 minion dmg
2.925 x 4= 11.7 goblin warrior dmg
Now if they each take a hit while closing:
4.8 + 3.2 + 1.6= 9.6
2.925 x 3= 8.775
And if it's 2 hits:
3.2 + 1.6= 4.8
2.925 x 2= 5.85
If it's 3:
1.6
2.925
Just like people have been saying, minions are most dangerous when you ignore them. If you can drop even just one or two of them before they close they're approximately the threat of a normal creature. The warrior, on the other hand, remains a valid threat until you deal at least 29 damage to it. Moreover, the warrior's damage value is more swingy than the minions (potentially, he can deal 10 points of damage in any round whereas the minions' damage is fixed). Come to think of it, I also forgot to factor in the fact that the Warrior can crit whereas the minions cannot; since I also failed to factor in the minion advantage in setting up flanking, I'll say it's roughly fair.
Heck, some attacks that can outright kill all 4 minions (like a fireball, although it's statistically unlikely to get all 4) will only deal a reasonable amount of damage to the Warrior. 8.775 vs 0 damage is huge advantage to the Warrior.
Minions have their place, but it seems pretty obvious from the math above that the designers intended them to die early and quickly. Otherwise they give the enemy a decisive advantage regarding damage output. However, if just one or two minions die in the initial charge, their damage is right around what a normal enemy would deal.
Minions deal their damage up front, and together deal a lot of it. From what I'm seeing I'd say that the designers intended a few minions to die in the opening volley.
No one's say you should pack your minions should-to-shoulder to line up like lambs to the AoE slaughter. Space them out. Nonetheless, I would say that early attrition among minions is an intended balancing factor for them.
I think that that's a pretty good reason not to obfuscate your minions from the players too often.