Manbearcat
Legend
The only issue that I have with the minion/standard toggle is that it is subversive to the expectation that PC striker classes/builds that are thematically and mechanically predicated upon maximizing surprise/stealth attack damage for just such a scenario should do it better than others. If you go with the minion/standard toggle then those archetype build choices are rendered irrelevant.
I prefer, and use, a simple scenario whereby if a PC causes enough damage to a guard/sentry to meet their bloodied value then it is an automatic K.O. or kill (player preference). This is certainly reachable on a consistent basis by those builds/archetypes that are predicated upon it while being somewhat less consistent for your standard striker (but still within reach) and not consistent at all for leaders/defenders/controllers (even those built for skirmish combat damage). Thus, the mechanics and their place in the game world properly reflect their acumen/archetype and they are rewarded by their build choices (rather than the game world and the mechanics being indifferent to them...which is effectively a relative net loss as they've invested build resources for that advantage).
I prefer, and use, a simple scenario whereby if a PC causes enough damage to a guard/sentry to meet their bloodied value then it is an automatic K.O. or kill (player preference). This is certainly reachable on a consistent basis by those builds/archetypes that are predicated upon it while being somewhat less consistent for your standard striker (but still within reach) and not consistent at all for leaders/defenders/controllers (even those built for skirmish combat damage). Thus, the mechanics and their place in the game world properly reflect their acumen/archetype and they are rewarded by their build choices (rather than the game world and the mechanics being indifferent to them...which is effectively a relative net loss as they've invested build resources for that advantage).