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Paper Minions - WT?
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<blockquote data-quote="Saeviomagy" data-source="post: 4267454" data-attributes="member: 5890"><p>As opposed to previous editions where you save high level spells for the big guns... Oh, wait.</p><p></p><p>In 3E, noone even touched a ranged weapon unless they were the machine-gun archer of the group because they tended to be incredibly ineffective.</p><p></p><p>The AOE tactic was prevalent in 3E too. Fireball isn't considered a staple of every wizards spellbook because of it's amazing out-of-combat uses, after all.</p><p></p><p>And it's not like the group declares "we all shoot a different foe" at the beginning of the round - you pick a target on your turn and fire at it. If it dies, obviously other people don't continue shooting it.</p><p></p><p>You know, just like 3e.</p><p></p><p>Surprise surprise. The BBEG can't send a very small group of weakling goons to pose a challenge to the PCs.</p><p></p><p>The solution, to any BBEG worth his salt, is to NOT SEND SMALL GROUPS OF LOW GRADE SOLDIERS IF YOU EXPECT OPPOSITION. Send a large group, send a leader with them OR send some veteran troops.</p><p></p><p>If the PCs are fighting a gang of monsters that they've seen before on an empty plane, the fight will be boring regardless of how quickly the monsters die.</p><p></p><p>In fact if the encounter is that bad, having the monsters die quicker is a mercy.</p><p></p><p>The rules structure is really good at preventing this - there's no incentive for a PC to take (or use) a weak AOE when a stronger one is available (until you're distinguishing between encounter and daily powers).</p><p></p><p>Personally I expect that this change would have the following effects:</p><p></p><p>It avoids corner cases where a PC decides to abuse the rules to make things seem ridiculous - like trying to find an attack that's only capable of causing a single point of damage.</p><p></p><p>Powers obviously intended for dealing with minions stop working (cleave, some of the defensive "foes who attack you take X damage" which are intended to make minions look for another target) and the occasional unlucky damage roll (depending on where the threshold is put) will fail to kill a minion (making minions more of a challenge).</p><p></p><p>Most situations will be exactly the same.</p><p></p><p>In short - you're changing a fairly complex part of the games interactions in order to avoid a corner case caused by players who are deliberately trying to trash the system.</p><p></p><p>Personally I don't think it's going to be worth it.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4267454, member: 5890"] As opposed to previous editions where you save high level spells for the big guns... Oh, wait. In 3E, noone even touched a ranged weapon unless they were the machine-gun archer of the group because they tended to be incredibly ineffective. The AOE tactic was prevalent in 3E too. Fireball isn't considered a staple of every wizards spellbook because of it's amazing out-of-combat uses, after all. And it's not like the group declares "we all shoot a different foe" at the beginning of the round - you pick a target on your turn and fire at it. If it dies, obviously other people don't continue shooting it. You know, just like 3e. Surprise surprise. The BBEG can't send a very small group of weakling goons to pose a challenge to the PCs. The solution, to any BBEG worth his salt, is to NOT SEND SMALL GROUPS OF LOW GRADE SOLDIERS IF YOU EXPECT OPPOSITION. Send a large group, send a leader with them OR send some veteran troops. If the PCs are fighting a gang of monsters that they've seen before on an empty plane, the fight will be boring regardless of how quickly the monsters die. In fact if the encounter is that bad, having the monsters die quicker is a mercy. The rules structure is really good at preventing this - there's no incentive for a PC to take (or use) a weak AOE when a stronger one is available (until you're distinguishing between encounter and daily powers). Personally I expect that this change would have the following effects: It avoids corner cases where a PC decides to abuse the rules to make things seem ridiculous - like trying to find an attack that's only capable of causing a single point of damage. Powers obviously intended for dealing with minions stop working (cleave, some of the defensive "foes who attack you take X damage" which are intended to make minions look for another target) and the occasional unlucky damage roll (depending on where the threshold is put) will fail to kill a minion (making minions more of a challenge). Most situations will be exactly the same. In short - you're changing a fairly complex part of the games interactions in order to avoid a corner case caused by players who are deliberately trying to trash the system. Personally I don't think it's going to be worth it. [/QUOTE]
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