Why I think you should try 4e (renamed)

You're fine with the extrapolation of the minion being different at the table compared with not at the table. I'm not. It's really just as simple as that.
I'd agree. I think you can absolutely run an entire 4e campaign without ever using a minion, if they detract from your fun. It's one of those things I'd let the players know ahead of time, though - it might influence some of their choices.

For my table, I rather like them. Then again, I play other games with minions as well, and I added minion rules (and sort of elite rules) to 3e before 4e was even announced, in order to decouple HPs from everything else. :)

-O
 

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No. I'm not saying that.

The rules indicate things such as black dragons like swamps. I, therefore put black dragons in swamps. The rules indicate that minions are destroyed when they take any hit point damage..
No, the rules just say that anyone with 1 hit point is taken out when he takes any hit point damage. Minions have a special rule that says that they don't take damage on a miss.

A Level 1 Commoner gains 1d4 hit points in 3E. That can amount to 1 hit points. So this Commoner can never take hit point damage in his life.

But there are effects that cause something like "damage" that don't require hit point damage. 3E Poisons and both 3E and 4E diseases for example.

Aside from that, any hit that reduces a monster to 0 hit points or less can be a knockout, if the player wishes so. So Minions can survive being hit and taking hit point damage, they just won't continue fighting.
 

If can do that, it can also kill a human. Or how are you expressing a Butterfly killing a Minion if not by using some monster statistics for him, or any other way of dealing 1 point of damage?

It does damage equal to 1/1,000,000 of a hp......but it is still damage. If a feebleblow butterfly strikes a human 1 million times, it does 1 hp of damage. If it strikes a minion, though, that minion has taken "hit point damage" and is therefore defeated.

Best monster in the world. I might stat them up for RCFG......... :lol:


RC
 

Minions are a funny thing. As I've said before, there's a certain zen to minions. Minions are gamist or narrative; they aren't a simulation of anything in the real world.

If you're treating minions as independent creature types, I think it creates more problems than it solves. And, more to the point, I think you're missing the spirit of them. For example... *snip*...takes what's not a simulationist element and treats it in a simulationist fashion. It's not surprising when it blows up and doesn't make sense. :)

Yep. I hadn't thought to use GSN terms as I tend to avoid them, but they do a pretty good job of showing the trouble with minions a portion of the gaming audience has.

If it's important to you that you can stat out the entire world independent of the PCs, you should never use minions.

Indeed. I think it shows the shift away from prior editions that I was talking about. Although one never did stat out the entire world independent of the PCs, it was assumed to be possible.

Much of the problem with minions is that they are fairly well integrated into the expected combat system scenarios. Minions are supposed to be in 4e combats because that's how to get enough bodies on the table to support the powers/movement combat mix of the game and they will be found in published support of the game. You can run without them, of course, but the encounter balances are harder and you reduce the ability of certain classes to "shine" through the powers that affect larger groups. The minion is integral, IMO, to 4e D&D combat.

joe b.
 

It does damage equal to 1/1,000,000 of a hp......but it is still damage. If a feebleblow butterfly strikes a human 1 million times, it does 1 hp of damage. If it strikes a minion, though, that minion has taken "hit point damage" and is therefore defeated.

Best monster in the world. I might stat them up for RCFG......... :lol:


RC

*LOL*

Serious question to RC (and others anti-minions)

Would the minions rules be AS bad to you if the WOTC designers had stuck to their *original* minions rules (which did have minions gaining small bits of HP - Vampire level 8 minions had 6 HP IIRC)
 

It does damage equal to 1/1,000,000 of a hp......but it is still damage. If a feebleblow butterfly strikes a human 1 million times, it does 1 hp of damage. If it strikes a minion, though, that minion has taken "hit point damage" and is therefore defeated.

Best monster in the world. I might stat them up for RCFG......... :lol:


RC
I strongly support a Quantum Weather Butterfly.

But I'd like to note that a Minion has one hit point. As does a character that had taken enough damage to be reduced to 1 hit point. A feebleblow butterfly dealing 1/1,000,000 damage would kill both. Or rather, it miight kill neither. I am not sure the "minimum 1 point of damage" rule is still in effect in 4E.

You are using a strange outlier that's a problem in all editions of D&D. I assume you fixed the issue in RCFG?
 

No one follows leveling rules when creating NPC's, they simply slap on X levels onto whatever they need and away they go. How did the King get to be a 14th level fighter? Who cares? He's a king. He fought in some wars. He did some training. Poof, he survived and now he's 14th level. End of story.
As a DM I always kept in mind that earning levels is hard and quite lethal. A 14th-level fighter is a veteran of MANY battles; PCs only get there through a heavy weighting of the system in their favor. Elite arrays, max HP at 1st level, encounters just happening to usually be level-appropriate and rationed out to 4/day, DM "understandings" not to use certain monsters or tactics, etc. It always seemed to me that for an NPC in the world, the mortality rate on leveling up should be around 50% or so, making a 14th-level NPC *very* rare and the survivor of battles with thousands of deaths (both his allies and enemies). He'd have to have some really remarkable quests or accomplishments in his backstory, as a 14th-level PC typically would have.

Not that I'd literally roll the dice and advance him through combat, but I'd consider a generally plausible backstory that didn't explicitly contradict the rules. I hope you can see what I'm getting at; there's a middle ground between gaming by myself with my NPCs, and assuming that NPCs get their levels "just because" without any reference to the internal reality of the game world.

I suppose for a king, I could redefine levels to be "the favor of the gods" and not actually earned. The gods favor him, so his sword swings are more accurate and his resistance to poison is greater, even though he's only 17 and has barely set foot outside of the castle. Certainly a couple of people in the world can play by different rules than the PCs do, but I wouldn't want to overdo it. One consideration is that levels should feel special and like an accomplishment. A 4th-level fighter should feel like a Hero.

I thought 3E's assumed demographics were too generous, and I preferred using monsters to leveled NPCs. I defined most of the legendary (11+) NPCs in the world ahead of time, so the PCs would hear about them and their accomplishments before they met them.
 

I expect GMs to always exert narrative control to the point of mostly ignoring all rules except those that make players question their suspension of disbelief. For some, minions break that suspension because they're handled so dramatically different in the two realms (table and non-table.)

I understand. The difference doesn't bother me much. Generally speaking, the question of role and minion comes to mind only once combat becomes really a question. For instance, I still haven't decided what role to make the villain of a current campaign arc, although I know he's some sort of winter-sorcerer type. Maybe he'll be a controller, maybe an artillery; probably elite. Doesn't matter yet.

I think most people employ neither a top-down nor a bottom-up decision, but use a series of smaller decisions made from both perspectives.

Which would make sense. And presumably some rules would work very well with one and terribly for another; minions are a stand-out, of course, but there are probably other rules that work well for worldbuilding but less so for table-contact play. (Anything that says "an adventure wouldn't be likely here, as it seems the rules would indicate it was already taken care of/wouldn't come to pass," maybe.)

The reason why so many people have responded to my post is that they seem to think I'm saying that one must stat things out and use the rules instead of GM fiat, whereas what I mean is that the rules one has for the game influence what type of fiat one performs. If you want Hong Kong action fiat, don't use Rolemaster rules, use Feng Shui.

I think it was more the question of whether or not preferring a world that exists outside the PCs tends to incline one toward, say, minion use. I think that your preference for a logical world beyond the table isn't really the criterion. It has more to do with questions like "does the 1 HP rule of a minion apply throughout the creature's lifespan, or only when the character gets into a major dramatic event?"

Minion rules, as you note, don't simulate biological reality for monsters. They tend to be expressions of larger universal "laws" such as the idea that at lower levels a single ogre is a terror, but as you become more and more of a mythological figure, you can hew ogres in half with one shot.

By introducing a minion rule in D&D that has "turned off" a sector of D&D gamers that don't want to fiat a fiction based upon that mechanical construction. Even within the group that accepts the minion concept, there are those that don't like high-level minions because the concept becomes increasing harder to fiat with increasing power levels for them.

Right. And I'll admit that not everything really needs to get to be a minion; I wouldn't make giants minions (even if they tended to get one-shotted in 1e if you had the right magic items). But those are specific applications, and in general I love the rule. It's like a skill challenge; I wouldn't run any of them out of the book as formal as all that, as they're too limiting, but a define-as-you-go skill challenge is delicious.

One of the things I like about minions and skill challenges is that they're a chance to mechanically tinker with pacing. Same for solos and elites, though in the other way. I like that the game has specific rules subsets that allow you to speed up or slow down the action while keeping the players involved. It's a very different approach than D&D has traditionally used, but I find it works great if that's your interest.



The daily was used to make sure I was communicating how minions can result in misplaced application of limited resources. I don't think it would happen very often, but it does show the point.

Sure, but it's not really much of a recurring problem. My personal bugbear is rules that work great once or twice, then become more of a problem as they happen every session. Minions are kind of the inverse of that: they can cause tactical trouble the first time, but provide a smoother experience the more they see play.

No problems. I'm just talking about rules and how they affect design, so I don't have any skin it it to feel dogpiled. :) It's just business to me. I'm always trying to identify mechanical effects and consequences with an eye towards design.

Such is my interest as well!
 

. The minion is integral, IMO, to 4e D&D combat.

joe b.

Wait, what?

I (and most 4e DMs I know personally) only use minions about as much as we use Solos. Personally, I only use it for "set" pieces a la the PCs versus the rampaging hordes and their backs against the Gate of Evil.

Tend to use Elites a lot and more of the level -3 and level -4 monsters.

A level -4 monster can still easily hit PCs (instead of the mythical 50% - hit ona 11, they'll hit on a 14) and you get two monsters per PC which for a 5 person party, is already 10 monsters plus PCs.

That's usually way more enough for the controller to feel useable (of course, again, I find this weird that people think the controllers , specifically the wizard, are only useful versus minions)
 

The reason why so many people have responded to my post is that they seem to think I'm saying that one must stat things out and use the rules instead of GM fiat, whereas what I mean is that the rules one has for the game influence what type of fiat one performs. If you want Hong Kong action fiat, don't use Rolemaster rules, use Feng Shui.

By introducing a minion rule in D&D that has "turned off" a sector of D&D gamers that don't want to fiat a fiction based upon that mechanical construction. Even within the group that accepts the minion concept, there are those that don't like high-level minions because the concept becomes increasing harder to fiat with increasing power levels for them.

Of course, at the same time, the minion concept fixed certain other fiction-based fiat problems that 3E had.

Namely, I distinctly remember one adventure I wanted to write that involved the assassination of a powerful and influential high-level Diplomat. I could make him an NPC Expert or Noble, but... If I made him high enough level to accurately represent the level of skill he had in Diplomacy and such, then his BAB, saving throws and hit points would have been too high for any assassin within the scope of the adventure to succeed.

The only way to solve the problem was to use DM fiat in a manner similar to what you're suggesting must be used for minions to survive to adulthood. In other words, "He can be assassinated in a single hit by being stabbed by a dagger, because it's important to the adventure and the setting and I say so."
 

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