Our GM seems to have given up on Minion Groups. We still fight minions, but now each acts only with their own skill. The game system is fast enough that this hasn't significantly slowed down combat. But I'm trying to mentally troubleshoot the repercussions, should he continue doing this.
+ side
- Fewer Proficiency dice means fewer Criticals against us. And Crits are how our amazing characters go to fictional person heaven (the waste paper basket).
- Smaller attack pool means individuals will be hitting less and doing less damage than before (especially good news if you're playing a tank).
- Spending 3 Advantages to up your Ranged Defence becomes more effective.
- side
- More attack rolls means more chances to get hit. Don't know the maths of that, but that sounds like we're going to get nickle-and-dimed to
deathincapacitated. - Dodge (which is usually on offer to less fighty character types) becomes **** exhausting.
- Spending 2 Advantages to give an enemy a Setback die becomes less attractive (you're affecting one Minion, rather than the whole group).
- Minion's become tougher to beat, each individual gaining Soak (rather than just the group as a whole).
I think he's primarily trying to spare us Crits (at one point our Marauder was wandering around with 4), but I'm leaning toward thinking it's a mistake. Anyone experimented? Anyone think of a benefit/drawback I haven't?