I thought it was a well-balanced, exciting battle, and didn't feel any grind at all, personally. Some tactical notes:
- It took us a little while to really figure out how the damage-reassignment was working among the myconids. (Was it distance based? Could all of them do it, or only some? Did each myconid have a hit-point-battery buddy? Were they also regenerating?) As a result, we spent about half the battle failing to pick up on the most important tactic: kill the minions first! Once we (especially Strontium) started wiping out the minions, things turned around pretty fast.
- We started out the battle surrounded, and it stayed that way. Had we been on the ball, we could have all endured some OA's but dashed to a more defensible position. As it was the bad guys had us effectively ringed after the first round.
- The dice contributed to the down-then-up nature of the combat, as early on our rolls were terrible, while Piratecat rolled something like 3 crits out of 5 attacks. In the second half of the combat, Doc and Bramble went nuts with the 20's. It was a thing of beauty.
- Have I mentioned how much we love Temporary Hit Point? Both Toiva and Bramble were handing them out left and right, and it saved a lot of collective bacon. And they don't use up healing surges!
- The addition of Bramble (a shaman) as a 6th PC, along with her Spirit Companion, gave us many more things to keep track of than we had been used to. (A 5-person team with 3 strikers and no leader did the have the advantage of simplicity!) Starting next game we're going to try using a whiteboard to help reduce confusion.
- I appreciated that Piratecat didn't give the monsters too many state-inducing powers, given that there were 27 of them! Early on, one of them used a hypnotizing power on Logan that took away his standard action for the turn. At the time, I thought: this is going to one tedious battle if they can all do that, but fortunately that wasn't the case.
- Piratecat has instructed us all to have a power card that specifically says “Do something cool!” I'm living proof that that was a good call. One of the little minions had been spitting spores at my shins for a round or two, and I noticed the “cool action” card while flipping through the stack. With my daily and encounter powers all burned up, I decided I would pick up the minion and use it as a club against one of the non-minion myconids. Piratecat ruled (quickly) that it was Dex vs. Reflex to pick up the minion, and (I think) a basic melee attack with a medium-level damage rating when swinging it. The dice were with me and it worked like a charm. Very satisfying!
- Doc Caldwell, for the first time in the campaign, hit with his Level 1 Daily. Yeah, we're 4th level. Finally getting a good chance to wade into melee with two weapons, he was a damage-dealing machine – reminding us that the rogues aren't the only strikers in the group.