glass
(he, him)
The "weapon skill" system allows a skilled fighter to increase the damage output of his weapons, so that he can probably "one-hit, one-kill" mooks, but isn't absolutely certain that he can do so. To my mind (and IME), this leads to a more vibrant experience, and to greater satisfaction when the fighter plows through a horde of goblins (or what-have-you). Not only is a kill not assured, but it is the fighter's skill -- rather than merely the mook's weakness -- that does the killing.
I don't have any problems with 4e minions as written (because I have always thought of hp as mostly luck points or plot immunity), but in another thread here, someone suggested a "fix" which might help you guys:But wait!!! That minion isn't a minion against joe the farmer. Its only when big bad PC swings at it that it goes down on a near miss. Joe would probably die of boredom before that "minion" dropped if he fought it.
I don't really find that acceptable either.
The idea was you need damage above a certain threshold to 1-hit-kill a minion. Damage below that threshold bloodies them (in 4e terms) instead. A second hit on a bloodied minion kills them. Not directly relevant to your game RC, but I thought I'd mention it.
glass.