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Would this solve the "grind" issue?
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<blockquote data-quote="Amaroq" data-source="post: 5168939" data-attributes="member: 15470"><p>I agree with <strong>Obryn</strong>, to some extent: extra strikers = more damage dealt out = fights end more quickly. </p><p></p><p>But, I think <strong>Hussar</strong> may have the right of it. </p><p></p><p>I've been using the Skirmisher as the base unit of opposition for my entire campaign, and we've not run into "grind" too badly. If I'm building a "wall of melee defenders", I might anchor it with one or two soldiers, but the majority of the defense will be Skirmishers "flavored" as soldiers - but at the fluff level, not the crunch level. </p><p></p><p>The times my group have complained about combats have been, as <strong>Shin Okada</strong> observed, when I've thrown too much "choke point" combat at them: fights in 5x5 corridors just get frustrating for all involved, even when I've tried to keep things "interesting" by having T-intersections, enemies in multiple directions, doorways, and side rooms one can use. </p><p></p><p>Open spaces are more tactically fun.</p><p></p><p>Open spaces with interesting terrain? Even better!</p><p></p><p>I also like <strong>Chzbro's</strong> advice:</p><p></p><p>Except for the last bit - I actually think part of the fun of <strong>being</strong> a controller is nuking that group of bunched-together minions. </p><p></p><p>Minions, IMO, should have defenses a bit more like a Soldier - harder to hit, but once you land a punch, they go down. The idea is, your <strong>near misses</strong> are wounding him. </p><p></p><p>I'm also a fan of the "tough minion", as described over in the House Rules forum - implementations vary. Some use "two hits kill", some use "two at-wills or one encounter/daily kill", and some use an actual hit-point value. (Personally, I use a hit point value set so that an At-Will crit by the Defender or Leader kills; anything less wounds 'em.)</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5168939, member: 15470"] I agree with [b]Obryn[/b], to some extent: extra strikers = more damage dealt out = fights end more quickly. But, I think [b]Hussar[/b] may have the right of it. I've been using the Skirmisher as the base unit of opposition for my entire campaign, and we've not run into "grind" too badly. If I'm building a "wall of melee defenders", I might anchor it with one or two soldiers, but the majority of the defense will be Skirmishers "flavored" as soldiers - but at the fluff level, not the crunch level. The times my group have complained about combats have been, as [b]Shin Okada[/b] observed, when I've thrown too much "choke point" combat at them: fights in 5x5 corridors just get frustrating for all involved, even when I've tried to keep things "interesting" by having T-intersections, enemies in multiple directions, doorways, and side rooms one can use. Open spaces are more tactically fun. Open spaces with interesting terrain? Even better! I also like [b]Chzbro's[/b] advice: Except for the last bit - I actually think part of the fun of [b]being[/b] a controller is nuking that group of bunched-together minions. Minions, IMO, should have defenses a bit more like a Soldier - harder to hit, but once you land a punch, they go down. The idea is, your [b]near misses[/b] are wounding him. I'm also a fan of the "tough minion", as described over in the House Rules forum - implementations vary. Some use "two hits kill", some use "two at-wills or one encounter/daily kill", and some use an actual hit-point value. (Personally, I use a hit point value set so that an At-Will crit by the Defender or Leader kills; anything less wounds 'em.) [/QUOTE]
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Would this solve the "grind" issue?
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