D&D General [rant]The conservatism of D&D fans is exhausting.

The above story from last session points out another problem with minions: they're one-hit wonders for everyone in the party where normally there's only one or two PCs that could one-shot them at their normal full h.p. while the rest of the PCs would need two or more hits to kill one.

For example: you're a high-level party fighting a pile of Orcs, each of which has 15 h.p.

Your party Fighter gives out 25 per hit on average. Unless she rolls really badly on the damage dice, those Orcs are one-hitters for her.

Your party Cleric, on the other hand, only gives out 10 per hit on average. Those Orcs are not one-hitters for him except if-when he crits. And yet, minionizing the Orcs makes them one-hitters for him too. @AnotherGuy 's idea of a damage threshold might help, but if set too high now half the party can't touch the minions, which probably isn't the desired result.
This point is salient. Generally, the narrative that a peaceful healer can also one-shot an ogre just because they're in paragon tier may not be one you want to present.

When I ran 4e a second time, I modified minions to have a shared health pool. 4 minions would have hit points equivalent to a standard creature of that level. Whenever a hit lowered their total hit points by 25%, that would be the hit that killed the minion, assuming that the damage had at least been equal to the monster's level. Otherwise it just applied to the pool.

It made minions vulnerable to AoE damage, which helped prioritize controller abilities over striker single-target damage, but the striker's overflow damage would still be useful even when used on a minion.
 

log in or register to remove this ad

Keep in mind that with 4e D&D, "just an ogre" isn't really a thing. The "ogre" is represented by a variety of different stat-blocked NPCs: ogre thug (minion), ogre bludgeoner (minion), ogre savage (brute), ogre skirmisher (skirmisher), ogre warhulk (brute), ogre cave hunter (lurker), ogre ironclad (soldier), ogre storm shaman (controller), and ogre dreadnaught (soldier). In this way, they operate more as specialized units instead of some sort of platonic or static idea of "ogre."
 

The above story from last session points out another problem with minions: they're one-hit wonders for everyone in the party where normally there's only one or two PCs that could one-shot them at their normal full h.p. while the rest of the PCs would need two or more hits to kill one.

For example: you're a high-level party fighting a pile of Orcs, each of which has 15 h.p.

Your party Fighter gives out 25 per hit on average. Unless she rolls really badly on the damage dice, those Orcs are one-hitters for her.

Your party Cleric, on the other hand, only gives out 10 per hit on average. Those Orcs are not one-hitters for him except if-when he crits. And yet, minionizing the Orcs makes them one-hitters for him too. @AnotherGuy 's idea of a damage threshold might help, but if set too high now half the party can't touch the minions, which probably isn't the desired result.

I don't think this is the whole story. I have played with MCDM minions as a player, not a DM. In the situation you describe the minions are all one-hit, but the way the damage carryover works the Fighter is going to do more damage and kill more monsters.

For example with Minions with 11 hps the Cleric hits one, does 10 damage and kills one minion. The Fighter hits and does 25 damage and kills 2; the one he hit and another one more with the 15 damage carryover, if he manages good rolls and does 31 damage he kills 3 of them in one shot.

I am not saying you are wrong, but it is highly situational who specifically is favored.
 

I don't think this is the whole story. I have played with MCDM minions as a player, not a DM. In the situation you describe the minions are all one-hit, but the way the damage carryover works the Fighter is going to do more damage and kill more monsters.

For example with Minions with 11 hps the Cleric hits one, does 10 damage and kills one minion. The Fighter hits and does 25 damage and kills 2; the one he hit and another one more with the 15 damage carryover, if he manages good rolls and does 31 damage he kills 3 of them in one shot.

I am not saying you are wrong, but it is highly situational who specifically is favored.

As an aside, this is also how 13th Age mooks work.
 

I do not believe the worry is real. You have yet to prove to me how this is a real concern.
You can make fancy theoretically arguments about the morality of D&D and the minion mechanic you believe aggravates a morality issue but in no way can you prove this is an actual concern in RL. Hence I find it absurd.
I am not certain whether it is an actual concern in RL or not. I spelled out for you early in our conversation that I was putting this question up for debate. Bogost's concept of procedural rhetoric implies that ennabling the glorification of mass slaughter through game mechanics should be predicted to affect players. I have also read criticisms of his notions. Moreover, games are just one strand of more pervasive enculturation.

Still, seeing as our culture historically and today actually does justify mass slaughter to itself, in part through the stories it tells itself, there seems to me evidence more for rather than against.

Game predominantly focused in violence provides mechanics to ease overhead in combat and to elevate fun.
Somehow this mechanic is believed to encourage / influence depersonalisation of people in RL.
How has this translation from fiction to RL been made?
I suspect that violence per se is less impactful than glorifying mass slaughter. Or to put it more generally, I suspect that players have a high consciousness of the unreality of pretend violence, but I suspect the mass production of slaughter goes under the radar.

No but they do discuss Hack and Slash style of play where I as GM am not expected to witness adventurers anguishing over what to do with prisoners, or debate whether it is right or wrong to invade and wipe out a bugbear's lair (sounds awfully colonialist :ROFLMAO:).
I agree. It does.

If you are really concerned about doing a cleanse, maybe we should start by not calling them monsters, right?
That seems like catastrophisizing. I've limited my worries to one mechanic that does not even appear in the latest version of D&D.

In my example, I presented minions as specific individuals, working for an individual at an implied governmental bureaucracy.

You gotta stretch like Reed Richards to position my example to be colonialist. It is perhaps slightly comically anti-government.
This is a good example of what I described upthread (playful irony etc.)

Moral implications cannot be assessed on the level of mechanics - they can only be seen on the level of the narrative. What is being represented by the mechanic is key.
Procedural rhetoric -- i.e. rhetorics embodied in game mechanics -- is something that has been argued for and by many accepted. The idea is roughly that players must assimilate and go along with the mechanic to play the game, and are in that way persuaded by it.

Post-classical narratology puts TTRPG within the circle of narrative... and to some extent its implicit in the notion of narrativism that narratives emerge from rules... in turn implying that those rules will give shape to those narratives (else one seems to assume a disassociation between the two which would make the use of rulesets inexplicable).

On balance my current view is that it's mistaken to suppose rules can't have moral implications. (One could even say that morality is to some extent down to or amounts to rules!)

The question of whether games have influence on real-world moral actions is one long debated, and we are unlikely to resolve it here.
I strongly agree. Where perhaps I diverge from other posters here is in counting it among the proper topics for conversation about D&D.
 
Last edited:

@AnotherGuy 's idea of a damage threshold might help, but if set too high now half the party can't touch the minions, which probably isn't the desired result.
That's a problem long-observed with damage thresholds. It's probably a strong motive behind the pivot away from 3e's approach to resistances. In 5e objects, and those rare few who take the Heavy Armor Master feat, have damage thresholds.
 


I strongly agree. Where perhaps I diverge from other posters here is in counting it among the proper topics for conversation about D&D.
I've described the primary fantasy at the core of D&D before as "violence can be sanctified and solve problems." It is not only okay to take a sword up against an enemy, but by doing so you will actively make the world a better place and achieve your goals.

I would put minions in the same category as mind affecting magic: potentially gross extensions of the core principle, but once you're entertaining a fantasy that individuals changing the world by killing can be righteous and effective it's hard to quibble about what else you're countenancing.
 
Last edited:

Still, seeing as our culture historically and today actually does justify mass slaughter to itself, in part through the stories it tells itself, there seems to me evidence more for rather than against.

I believe you would still have the "correlation does not imply causation" issue to contend with there.

If we accept that our culture justifies mass slaughter to itself, one still has to establish that the game is used for that same justification, and that the game's justification then causes further harm.

For example, you would have to empirically demonstrate that the set of folks causing harm with the justification is not disjoint from the set of people playing the game.

That seems like catastrophisizing. I've limited my worries to one mechanic that does not even appear in the latest version of D&D.

Cherry-picking a single mechanic, in the 50 year history of game violence, is going to seem at best like missing the forest for one particular tree.

Asserting that a game mechanic, in and of itself, regardless of application, is an ethical or moral failure calls for an argument that remains coherent however it is applied.


This is a good example of what I described upthread (playful irony etc.)

This thread is 2200 pages long. I am not going to hunt for what you said upthread in that morass, since I did not enter the morass to counter your argument.

Procedural rhetoric -- i.e. rhetorics embodied in game mechanics -- is something that has been argued for and by many accepted.

Appeal to popularity is not a solid rhetorical position. Especially popularity among unnamed masses. This is among the weakest appeals to authority extant.


The idea is roughly that players must assimilate and go along with the mechanic to play the game,

The players are not required or expected to have read the encounter building rules, or, in fact, anything in the DMG or MM. So, this is not accurate. They do not have to be aware of it, much less assimilate it.

and are in that way persuaded by it.

I play games in which characters can psionically control the force of gravity to enable flight. I am a physicist, and not in the least persuaded that this reflects real life.

The idea that accepting use of a mechanic in a game equates to having our moral and ethical stances changed would require empirical support.

Moreover, it would call for considering the mechanic in the full context of the game to find the net result of influence, and determine that net result is negative.

As in - even if minion mechanics are ethically questionable. If the net result of the game is dedication to building a more ethical world, then the mechanic is justified. The ethical whole can be more than the sum of the parts.

Or less - rare are ethical measures that can be applied generally, without context.


Post-classical narratology puts TTRPG within the circle of narrative... and to some extent its implicit in the notion of narrativism that narratives emerge from rules... in turn implying that those rules will give shape to those narratives

So, this is doubly asserting without support. We might accept that narratives are shaped in part by rules, but that does not support narratives "emerge from" rules.

Narratives have their start in people, not rules.

On balance my current view is that it's mistaken to suppose rules can't have moral implications. (One could even say that morality is to some extent down to or amounts to rules!)

This includes equating game rules to overall societal behavior rules, and equation I do not accept as presented.


I strongly agree. Where perhaps I diverge from other posters here is in counting it among the proper topics for conversation about D&D.

Broadly speaking, sure. But there is a time and place and method for things.
 
Last edited:

@AnotherGuy 's idea of a damage threshold might help, but if set too high now half the party can't touch the minions, which probably isn't the desired result.
5e is a very different beast to 1e

15th level rogue 8d6 sneak attack
15th level paladin 5d8 smite
15th level cleric sacred flame cantrip 3d8
If you're of the Knowledge or Light domains this become 3d8 + Wis Mod (Potent Spellcasting)
If you're of the Life, Nature, Tempest, Trickery or War domains your weapon attacks do +2d8 (Divine Strike)
Other classes have similar boosts to damage.
 

Remove ads

Top