ryryguy
First Post
KarinsDad said:I like the design goal of minions. I just do not like some aspects of them caused by the 1 hit point mechanic:
1) Players use the same tactics over and over. For example, do NOT use your Daily Power unless you know your opponent is NOT a minion. Ditto for Encounter Powers unless the PC is in dire straits.
This could get stale... but one of the nicer things about minions is they are still a threat. So the Daily power may be worth it if the minion is about to nail the helpless wizard, or hit the alarm button.
2) Find AoE or other attacks that will wipe out many or all of the Minions quickly, then deal with the big fish. As an example, every PC attacks with a ranged weapon on round one, targeting a different foe. This tactic is good ONLY because of the 4E 1 hit point minion mechanic. In 3E, this tactic would have been terrible to use.
We'll see how this plays out at the table... but I think the interaction between AoE and minions is intentional. AoE are supposed to wipe out minions by the bucketful - why not?
(Note also that since there is only a single damage roll for an AoE, if you go with one of these "resilience" house rules being proposed, the AoE will either kill all minions that it hits or do nothing to them all depending on whether damage > resilience. It's up to you of course, but it might be good to try playing with the minion rules as written for a while before you tinker with them.)
3) Every threatening encounter has to have either a non-minion (or several) in the group, or a boatload of minions. The BBEG cannot just send 3 or 4 minion Giants into the town to deal with the PCs and really challenge them for more than a few rounds (the BBEG not knowing that 3 or 4 minions just make the PCs yawn as designed). They are freaking Giants. 3 or 4 should be more than a one or two round nuisance, regardless of the minion rules governing them. Sure, the PCs can easily handle them, I just find "every foe falls over when touched" way too easily.
It seems like you are just saying that if the DM ignores the guidelines for encounter design and designs a poor encounter, it will be a poor encounter. So don't do that.

If you're running a module or something that includes a roster of the BBEG's forces, and the PC's have wiped them all out except for 4 minions, and the BBEG wants to send them on a raid... just promote them to regular or elite or whatever. Or add more regulars or elites to make a good encounter. Think of it like Schrodinger's cat, until you open the box of the encounter, you don't know whether they are minions or not.
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I had been thinking about this issue and how it would play out in an online MMP like WoW. The 1 hp minion mechanic could never work there, because if there is a spot in the world where level 26 1 hp minions spawn, then sure enough, players will bring their 1st level characters there and fight until they get a lucky shot and kill it for level 26 loot and experience.
I'm not suggesting that anyone who has a problem with this is just thinking in MMP terms. But they do often seem to thinking about it in terms of there being a world "out there" beyond the PC's, a simulation that runs on its own with the same rules for any participants at all times. Maybe think about it instead as a gigantic "instance" dungeon that is created just for a specific party. There are no other "participants" besides the PC. Everything is spawned specifically for them and is tuned to them.
(And note "tuned to them" does not necessarily mean they can always win, the odds might be against them, but if so they will be against them by a specific amount.)