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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5175447" data-attributes="member: 81104"><p>Seems that Karins Dad has an axe to grind... about grind. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yes, I can see how that encounter would grind - one needs to be very careful with monster's with healing powers, as the game isn't really designed around them. This is particularly so with solos, who have such a huge surge value.</p><p></p><p>So, if you are taking the game somewhere that isn't within the core design parameters of the system (which you seem to do a fair bit - I believe your minion rules are also quite different from those presented in the core system), I can understand how that might magnify or create additional problems.</p><p></p><p>I guess that I'm in the camp that grind is something one needs to be a aware of, but isn't necessariy a problem. And I certainly don't think it is unique (or even greater) to 4e - I just think the 4e structure of tighter math has made us more aware of it. So has the power structure - I think we were all less aware of grind when the sole option of certain classes was "I hit it with my sword" - I would argue that by 4e standards a 3.5 fighter is inherently grindy.</p><p></p><p>And part of being aware of it is realising that having a pair of solos with several healing abilities is significantly going to add to the length of the combat - its like taking all your monsters and upping their HPs by 1/4 or more. Just like one has to be aware that a creature that is both insubstantial and causes the weakened condition may lead to long fights.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5175447, member: 81104"] Seems that Karins Dad has an axe to grind... about grind. :) Yes, I can see how that encounter would grind - one needs to be very careful with monster's with healing powers, as the game isn't really designed around them. This is particularly so with solos, who have such a huge surge value. So, if you are taking the game somewhere that isn't within the core design parameters of the system (which you seem to do a fair bit - I believe your minion rules are also quite different from those presented in the core system), I can understand how that might magnify or create additional problems. I guess that I'm in the camp that grind is something one needs to be a aware of, but isn't necessariy a problem. And I certainly don't think it is unique (or even greater) to 4e - I just think the 4e structure of tighter math has made us more aware of it. So has the power structure - I think we were all less aware of grind when the sole option of certain classes was "I hit it with my sword" - I would argue that by 4e standards a 3.5 fighter is inherently grindy. And part of being aware of it is realising that having a pair of solos with several healing abilities is significantly going to add to the length of the combat - its like taking all your monsters and upping their HPs by 1/4 or more. Just like one has to be aware that a creature that is both insubstantial and causes the weakened condition may lead to long fights. [/QUOTE]
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