Wednesday, June 12, 2013

Game Design (VIII): Minions, elites and Solos

Like a kind of messier, deadlier game of basketball, the default combat scenario in a 4E encounter has 5 guys on each side running around and beating on each other. As a consequence, your average monster is roughly equivalent to a single adventurer. Now, to spice things up a little, the game also includes the option for trading normal monsters for lots of weaker critters (i.e. minions), or for fewer, stronger opponents (elites or solos). And this is a brilliant idea that adds depth and variety to encounters, but suffers from a less than ideal implementation. Simply put, non-standard monsters aren’t all that well balanced relative to standard ones: elites rarely perform as well as two regular creatures, solos require a ton of work from designers and DMs to be credible threats, and minions are mostly harmless. In today’s article, I’ll discuss what’s wrong with the rules for these monsters, and how to address it.

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