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Paper Minions - WT?
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<blockquote data-quote="KarinsDad" data-source="post: 4267275" data-attributes="member: 2011"><p>I like the design goal of minions. I just do not like some aspects of them caused by the 1 hit point mechanic:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>And the tactics sound so repetitive. Use the same tactics to defeat easy foes quickly. Even in KotS, it states over and over again that the "Minions should be sent in first". Sure, that might be a valid NPC tactic, but it gets old after a while as a player to see that NPC tactic come at the PCs over and over again. Even if the DM switches it up some, the players will be LOOKING to easy-whittle down the opposition because the game system is designed for it.</p><p></p><p>I'm not keen on the idea of the players knowing that since foes could be red shirts or not, that they should tactically play the game different and take that into account. Sure, some foes are weaker then others. But, not cardboard. It gives an incentive for the players to find unique ways to do one point or more of damage to many foes.</p><p></p><p></p><p>So, I like the suggestion made earlier in the thread about Minion Damage Resistance. Light hits do not do enough damage. Medium to heavy hits kill minions.</p><p></p><p>It's a nice compromise between tracking hit points (on the one hand) and super easy kills (on the other). Thanks for that suggestion, I will be using it. I just need to find the sweet spot for it (although the 1/2 level + CON modifier suggestion looks like a good place to start).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4267275, member: 2011"] 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. 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. 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. And the tactics sound so repetitive. Use the same tactics to defeat easy foes quickly. Even in KotS, it states over and over again that the "Minions should be sent in first". Sure, that might be a valid NPC tactic, but it gets old after a while as a player to see that NPC tactic come at the PCs over and over again. Even if the DM switches it up some, the players will be LOOKING to easy-whittle down the opposition because the game system is designed for it. I'm not keen on the idea of the players knowing that since foes could be red shirts or not, that they should tactically play the game different and take that into account. Sure, some foes are weaker then others. But, not cardboard. It gives an incentive for the players to find unique ways to do one point or more of damage to many foes. So, I like the suggestion made earlier in the thread about Minion Damage Resistance. Light hits do not do enough damage. Medium to heavy hits kill minions. It's a nice compromise between tracking hit points (on the one hand) and super easy kills (on the other). Thanks for that suggestion, I will be using it. I just need to find the sweet spot for it (although the 1/2 level + CON modifier suggestion looks like a good place to start). [/QUOTE]
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