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Paper Minions - WT?
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<blockquote data-quote="KarinsDad" data-source="post: 4268905" data-attributes="member: 2011"><p>Actually, very few powers are specifically minion killers. Most powers are designed to work better against non-minions.</p><p></p><p>And even though players often knew who the mooks were in earlier versions, there was never a guarantee that a successful melee attack would auto-kill a mook. Mooks were not made of cardboard.</p><p></p><p></p><p>I consider this rule similar to the 3E Take 20 rule or the 3E Auto-Tumble rule (once a PC got to skill total 14) or the 3E/4E Aid Another rule.</p><p></p><p>I just dislike auto-x rules that automatically work every single time (and yes, I realize that there is a to hit roll, but that's not the point). I think they detract from the challenges and interactions of the game, and spoon feed players and result in forced player behaviors. I think the challenges in the game are more fun and more spontaneous when players do not think any given scenario or situation will automatically be successful. JMO.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4268905, member: 2011"] Actually, very few powers are specifically minion killers. Most powers are designed to work better against non-minions. And even though players often knew who the mooks were in earlier versions, there was never a guarantee that a successful melee attack would auto-kill a mook. Mooks were not made of cardboard. I consider this rule similar to the 3E Take 20 rule or the 3E Auto-Tumble rule (once a PC got to skill total 14) or the 3E/4E Aid Another rule. I just dislike auto-x rules that automatically work every single time (and yes, I realize that there is a to hit roll, but that's not the point). I think they detract from the challenges and interactions of the game, and spoon feed players and result in forced player behaviors. I think the challenges in the game are more fun and more spontaneous when players do not think any given scenario or situation will automatically be successful. JMO. [/QUOTE]
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