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Tension in combat
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<blockquote data-quote="Aenghus" data-source="post: 5416523" data-attributes="member: 2656"><p>I don't think the "boom and grind" phenomenon affects all groups equally. I see grind affecting some groups more often than others. A lack of effective strikers, a lack of teamwork, a lack of focused fire all contribute, as well as refusal to take advantage of the synergy bonuses built into 4e, particularly for leaders.</p><p></p><p>The exact makeup and power selection of the party has a big effect on encounter flow. Some powers are just big damage to one target, others do little damage but have a lot of control. Using the former is hard to get wrong, but with the inflated hp of 4e is less likely to kill a monster outright. Using the latter powers effectively needs more timing and teamwork.</p><p></p><p>I don't categorically identify minions in most encounters, and use a lot of minions. This discourages immediate alpha strikes. Some powers need a little setup time to be optimal.</p><p></p><p>I certainly have learned to handwave fights that have been effectively but not actually won, maybe charging a healing surge or three for shortcutting the encounter. </p><p></p><p>The ideas in this thread are interesting, but the book-keeping issue is a significant one, keeping track of conditions means there is a rainbow of counters on the board in most encounters. There is definitely room for some experimentation here.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5416523, member: 2656"] I don't think the "boom and grind" phenomenon affects all groups equally. I see grind affecting some groups more often than others. A lack of effective strikers, a lack of teamwork, a lack of focused fire all contribute, as well as refusal to take advantage of the synergy bonuses built into 4e, particularly for leaders. The exact makeup and power selection of the party has a big effect on encounter flow. Some powers are just big damage to one target, others do little damage but have a lot of control. Using the former is hard to get wrong, but with the inflated hp of 4e is less likely to kill a monster outright. Using the latter powers effectively needs more timing and teamwork. I don't categorically identify minions in most encounters, and use a lot of minions. This discourages immediate alpha strikes. Some powers need a little setup time to be optimal. I certainly have learned to handwave fights that have been effectively but not actually won, maybe charging a healing surge or three for shortcutting the encounter. The ideas in this thread are interesting, but the book-keeping issue is a significant one, keeping track of conditions means there is a rainbow of counters on the board in most encounters. There is definitely room for some experimentation here. [/QUOTE]
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