Korgoth said:
KarinsDad, I think what you're saying is reasonable. But consider the ranged attack issue: isn't it reasonable to attack your foes at range as they approach? I see this in shows all the time: the bad guys attack, so the good guy shoots them down. But one of them can't seem to be hit... he's too good. So they end up locked in a kung fu fight or something.
Same with Minions... the way I see it, you kind of expect everybody to be a Minion. If you shoot somebody in the chest with an arrow, you expect him to fall down with a punctured lung or pierced heart. You shoot down a bunch of orcs (or whatever) and then you fire a perfectly-placed shot at this one... and it somehow doesn't hit where you thought it would. He jinked to the side lightning-quick, or he slapped the arrow down with his buckler, or it bounced off his big snaggle tooth! The point is, you know that you've encountered a truly worthy foe. And thus the epic fight scene commences.
The rationale you just presented sounds good on the surface. But, it has holes. For example, it gives metagaming information to the players that they should not have which in turn will result in metagaming tactical decision making. For one thing, each foe that was killed must NOT have been a worthy foe. For another, each foe that was hit and was not killed MUST have been a worthy foe (as you suggest).
However, there are no foes that get hit that are NOT especially worthy foes and if hit, still are able to fight in your example. There are also no foes that are worthy and get hit who are just plain unlucky that day. Worthy foes are always lucky on that first attack. Always (because they have more hit points than a single attack can do in damage).
I do not necessarily want to come up with a rule where the enemy leader dies accidently in round one. That's not my goal (but I could see it as a once in a blue moon goal of a different DM).
But, I do want a rule where the Minion does get hit and does get lucky (or is only slightly wounded). Yes, I know that if the die roll misses, it COULD be explained that way (using the mechanics to explain what happened, most players know that they either missed or didn't roll damage dice or whatever). But again, that is meta-gaming knowledge.
The players are going to continue to attack a given foe until they either know a) he is a minion because he died on a successful hit or b) he is not a minion because he did not die on a successful hit. And then suddenly, they will pull out the big gun Daily attack because they KNOW the foe is not a minion.
The Minion Damage Reduction rule someone else mentioned alleviates this issue to some extent. The players do not know if it is a Minion or a Leader, they just know they hit and did damage and it did not kill the opponent. No nearly automatic metagaming knowledge given on a successful attack roll.
And yes, criticals would give away meta-gaming information to some extent. For example, a critical on round one that does not kill an opponent would indicate that it is not a minion. However, since criticals are rare, the chance of doing so on a given opponent on the first successful attack is also rare, hence, although a loophole, it's rare enough that it shouldn't make a big difference. Players will still occassionally, pull out the big Encounter Only or Daily Only power on a minion. And, I'll probably think on the critical roll issue some more to find a way to handle it as well.
But with the 1 hit point rule as written, pulling out the Daily or Encounter power against a minion will almost never happen. That's pure metagaming.