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Stalker0's Guide to Anti-Grind
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<blockquote data-quote="Obryn" data-source="post: 4874337" data-attributes="member: 11821"><p>The truth is that they do have a large number of HPs, relative to average damage, but not everyone running 4e more or less BTB runs into the grind issues you've noted.</p><p></p><p>I think Stalker0's notes are pretty excellent, and well-taken. It's good, solid advice to keep combats challenging without a major rules overhaul.</p><p></p><p>I don't think you need to change HPs or damage to make combat fast... A lot of it is, as noted above, player and DM preparedness. A lot is having competent (not min-maxed, but competent) PCs. A lot is using your encounter powers every fight. A lot is not being stingy with your daily powers - blow them in medium-difficulty fights; don't save them for a potential disaster that might not materialize. A lot is switching your tactics to account for party synergies - set up combat advantage for your rogue, set up big AoEs for the Wizard, knock people into the fighter so he can lock them down, etc. A lot is just giving attack bonuses to everyone - put your leaders to work giving everyone else boosts!</p><p></p><p>All of these can make fights go pretty darn quickly. Soldier and solo fights (and particularly elite soldier and solo soldier) fights can still grind. If you have smart tactics, know your capabilities, and keep things moving, you might find the grind disappears.</p><p></p><p>I'm not saying it's not a problem - it absolutely can be. But this guide is a good starting point, as are the other pieces of advice dropped here. If nothing ends up working, using a -HP/+Dmg houserule might be what you have to do - but I haven't found the need so far.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4874337, member: 11821"] The truth is that they do have a large number of HPs, relative to average damage, but not everyone running 4e more or less BTB runs into the grind issues you've noted. I think Stalker0's notes are pretty excellent, and well-taken. It's good, solid advice to keep combats challenging without a major rules overhaul. I don't think you need to change HPs or damage to make combat fast... A lot of it is, as noted above, player and DM preparedness. A lot is having competent (not min-maxed, but competent) PCs. A lot is using your encounter powers every fight. A lot is not being stingy with your daily powers - blow them in medium-difficulty fights; don't save them for a potential disaster that might not materialize. A lot is switching your tactics to account for party synergies - set up combat advantage for your rogue, set up big AoEs for the Wizard, knock people into the fighter so he can lock them down, etc. A lot is just giving attack bonuses to everyone - put your leaders to work giving everyone else boosts! All of these can make fights go pretty darn quickly. Soldier and solo fights (and particularly elite soldier and solo soldier) fights can still grind. If you have smart tactics, know your capabilities, and keep things moving, you might find the grind disappears. I'm not saying it's not a problem - it absolutely can be. But this guide is a good starting point, as are the other pieces of advice dropped here. If nothing ends up working, using a -HP/+Dmg houserule might be what you have to do - but I haven't found the need so far. -O [/QUOTE]
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