A Dragon and His Minions
During a recent gaming session, I tried something a little new. I decided it was time for my players to meet one of the dragons inhabiting Newham Shire. To play the role of the dragon who was to terrorize the small town of Lolling Green during a kidnapping, I chose Razecoreth, a young green dragon warlock [DDI]. All I did was adjust his level to be more in line with the level of my players.
However, I was concerned that since the player characters would not be in a confined area and the dragon is a solo monster, those PCs with ranged attacks would just hang out too far away from the dragon for it to be an effective menace. To make things more interesting, I added some Shadar-Kai minions into the mix, based off of the Shadar-Kai Gloomblades [DDI]. To set up the scene, I explained that the inn in the center of town was on fire and that they could see figures running around in the dark causing general mayhem. I introduced the Shadar-Kai after the first round and added more each round, rolling a d4 to determine the number to add. These minions were one level lower than the PCs and could easily come up behind PCs who were hanging out far from the main scene of action.
While I thought it worked out pretty well overall, it did bring up one big issue with using the minion game mechanic. My players treat minion characters differently than they do "regular" characters and try to translate the game mechanic of 1 hp into a role-playing tactic. For example, they tried to convince the last Shadar-Kai warrior to surrender because one hit would kill him. I feel it's a long-standing problem with D&D's hit point system and I'm not sure the best way to play around it. If I hadn't gotten thrown off by the obvious meta-game comment, I think I would have explained that these guys had already been through a heck of a fight (which they had) and that's why they were such easy kills. But such story solutions don't always present themselves. How do you deal with the issue when it comes up?