(OK, not yet in the fact thread but it will be soon I guess.)
Well... I became wiser with this update. The WotC admits blatantly that Minions are not errorproof. They're there for filling encounters.
I.e: A party of 6 adventurers 1st level work well against a group with 4 skeleton warriors or an orc raider and three skeleton warriors etc.
A party of 6 adventures 1st level doesn't work well against 6 orc warrior minions although they give 600XP! ! !
Minions are there to:
- Give the feeling to the PCs that chew up many enemies. They don't defeat 4 devils, they defeat 10.
- Eat up precious actions
- Get killed in large numbers by area attacks balancing out solo monsters and elite monsters that give the minimum out of area attacks.
- fill up encounter XP when used at the right level!
I.e DM thinking "4 10th level PCs. I need an encounter worth about 2000 XP. Since it's the final one, I would go for one that gives 2200 XP.
The big bad guy is elite 11th = 1200 XP. His bodyguards are 8th level = 2 x 350 = 700 XP... Hmmm I need 300 more XP. Should I add a single 7th level lackey? Nah... I'll add 3 9th level minions (300 XP)."
So the PCs will have to face the tough bad guy, his bodyguards and a few easily dispatched minions.
The DM is advised to NOT use 6 level 5 minions instead, or 1 level 15 minion.
The author of the article admits that the level/4 is more an ad hoc thing than a tried and tested rule.
What I get from the article reading between the lines?
- If you like to use many of them, or your PCs have many area spells award XP/6 for each minion.
- In a single encounter about 1/4th of the XP or less should be given from minions. I.e if you want an encounter worth 1000 XP, no more than 250 XP should be from minions.
There's an example about this. A party of 1st level chars can kill a 25th lvl minion with a single natural 20, earning 1700 XP.




