Manbearcat
Legend
Bringing this back around to the original topic.
Oh man do I love the Minion rules. Quick example of how useful they are:
Combat on a flat-boat in the middle of a bay in the dead of night. Little girl and her father are outside the walls, fishing on the bay during hours strictly forbidden by the island settlement's elder. Many-tentacled sea monster attacks said boat.
1) Tentacles are minions with their own suite of actions (slide/grab riders) and synergy with the Elite Sea Monster body (and of course 1 HP and 0 damage on miss damage).
2) Little girl is a minion with various abilities to evade her own death (Squirm allowing her to shift and an attack vs Will to evade being a target of attack UEoHNT).
3) Her father is a standard with a temp HP encounter power, a standard attack with mark rider, and an interrupt to eat an attack for her instead (and then MBA).
Couple that with the rules for hindering terrain, water, forced movement for getting allies back on board the boat when they're overboard and for when the Sea Monster "bumps the boat" (one of its powers), and drowning. Absolutely awesome combat where the stakes are "does the little girl survive?" A generous portion of such an awesome combat with legitimate stakes that the player gets to decide the outcome of (without GM force) is on the back of the Minion rules.
Another example of the fantastic tactical depth, player agency, and diversity of available thematic conflict in 4e. Basic game engine. No GM Force required.
Oh man do I love the Minion rules. Quick example of how useful they are:
Combat on a flat-boat in the middle of a bay in the dead of night. Little girl and her father are outside the walls, fishing on the bay during hours strictly forbidden by the island settlement's elder. Many-tentacled sea monster attacks said boat.
1) Tentacles are minions with their own suite of actions (slide/grab riders) and synergy with the Elite Sea Monster body (and of course 1 HP and 0 damage on miss damage).
2) Little girl is a minion with various abilities to evade her own death (Squirm allowing her to shift and an attack vs Will to evade being a target of attack UEoHNT).
3) Her father is a standard with a temp HP encounter power, a standard attack with mark rider, and an interrupt to eat an attack for her instead (and then MBA).
Couple that with the rules for hindering terrain, water, forced movement for getting allies back on board the boat when they're overboard and for when the Sea Monster "bumps the boat" (one of its powers), and drowning. Absolutely awesome combat where the stakes are "does the little girl survive?" A generous portion of such an awesome combat with legitimate stakes that the player gets to decide the outcome of (without GM force) is on the back of the Minion rules.
Another example of the fantastic tactical depth, player agency, and diversity of available thematic conflict in 4e. Basic game engine. No GM Force required.