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Solving all minion issues (long)
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<blockquote data-quote="keterys" data-source="post: 4736176" data-attributes="member: 43019"><p>Minions in Feng Shui and 7th Sea support the narrative element - much like in cinema where you have red shirts and mooks - so do they too work (albeit, with some serious flaws) in 4th edition. </p><p></p><p>I would encourage you to dig out of the pit of bias you've attached to the minion concept and explore this other angle, since it invalidates several of the problems you're discussing. It is very much not a simulationist approach of course, but it's extremely true to cinema and stories.</p><p></p><p></p><p></p><p></p><p>The player should _absolutely_ know that he can. That's almost the entire point.</p><p></p><p></p><p></p><p>No, it's a lot more like knowing that the Tarrasque or Orcus are extremely powerful monsters so don't describe your at-will as a powerful strike sure to behead them, because it really isn't.</p><p></p><p></p><p></p><p>Well, for starters where does the "lack of player knowledge entitlement" come from? It's literally impossible for a DM to effectively describe all of the information that the PCs are getting, and the degree of expertise and knowledge the PCs have, so the players are getting the information they need to effectively describe a story with their PCs. By denying them information, you make it more gamist with 'hah, gotcha, his flames scorch you when he gets close'.</p><p></p><p></p><p></p><p>How does he _not_? One of them has eyes that reflect the astral dominion of his god, walks on air, is a head taller, his voice echoes with power, and bears a flaming staff, and the other is a scrawny near comical enemy.</p><p></p><p></p><p></p><p>What if they don't make a knowledge check - how about what they see and feel? To take it a step further, assuming it's a serious game about heroes, why not assist the characters in being heroes rather than screwups?</p><p></p><p></p><p></p><p>How does knowing something is a minion make it the exact mechanics? Does the DM not have fun, even though he knows the exact mechanics? </p><p></p><p></p><p></p><p>Don't see how any of that has any bearing on them actually playing the game - it doesn't affect the narrative flow of combat. Now, telling them a foe has threatening reach or an aura of fire? Sure, that affects things. Telling them an enemy is a solo or a minion? Big difference.</p><p></p><p></p><p></p><p>No, it absolutely is. You're mistaking simulation elements (what's realistic) with narrative (how does this tell a story)... and yeah, 4e is pretty much crap for simulating realism. If you let it, though, you can tell some great stories.</p></blockquote><p></p>
[QUOTE="keterys, post: 4736176, member: 43019"] Minions in Feng Shui and 7th Sea support the narrative element - much like in cinema where you have red shirts and mooks - so do they too work (albeit, with some serious flaws) in 4th edition. I would encourage you to dig out of the pit of bias you've attached to the minion concept and explore this other angle, since it invalidates several of the problems you're discussing. It is very much not a simulationist approach of course, but it's extremely true to cinema and stories. The player should _absolutely_ know that he can. That's almost the entire point. No, it's a lot more like knowing that the Tarrasque or Orcus are extremely powerful monsters so don't describe your at-will as a powerful strike sure to behead them, because it really isn't. Well, for starters where does the "lack of player knowledge entitlement" come from? It's literally impossible for a DM to effectively describe all of the information that the PCs are getting, and the degree of expertise and knowledge the PCs have, so the players are getting the information they need to effectively describe a story with their PCs. By denying them information, you make it more gamist with 'hah, gotcha, his flames scorch you when he gets close'. How does he _not_? One of them has eyes that reflect the astral dominion of his god, walks on air, is a head taller, his voice echoes with power, and bears a flaming staff, and the other is a scrawny near comical enemy. What if they don't make a knowledge check - how about what they see and feel? To take it a step further, assuming it's a serious game about heroes, why not assist the characters in being heroes rather than screwups? How does knowing something is a minion make it the exact mechanics? Does the DM not have fun, even though he knows the exact mechanics? Don't see how any of that has any bearing on them actually playing the game - it doesn't affect the narrative flow of combat. Now, telling them a foe has threatening reach or an aura of fire? Sure, that affects things. Telling them an enemy is a solo or a minion? Big difference. No, it absolutely is. You're mistaking simulation elements (what's realistic) with narrative (how does this tell a story)... and yeah, 4e is pretty much crap for simulating realism. If you let it, though, you can tell some great stories. [/QUOTE]
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