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Would this solve the "grind" issue?
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<blockquote data-quote="Mallus" data-source="post: 5171293" data-attributes="member: 3887"><p>My group just hit Paragon level and we haven't had any problem w/<em>The Grind</em>. Our secret? Well... it's not very secret. </p><p></p><p>Be mindful of your group's combat ability, particularly their potential damage output. At 10th level the group I was running for could take out 200-300 HP foes in 3 rounds (sometimes less) on a good day. On a bad they, some of them have trouble hitting the ground after being thrown off a cliff... </p><p></p><p>Don't select opponents with low damage output and a great big sack of hit points. They're certainly out there and should probably be revised out of the system.</p><p></p><p>Remember that <em>harder-hitting</em> foes are usually better than <em>harder-to-hit</em> ones. And more opponents are almost always better than fewer with great gobs of hit points. </p><p></p><p>By mindful of the opponents AC's. In general, really hard-to-hit foes should have relatively few HP (and nice condition-imposing attacks are a plus). For (an extreme) example, I used a few 16th-level Minions in a big fight against a 10th-level party. They were the hardest thing to hit on the field, but could hit easily and impose Daze... they made an interesting tactical consideration.</p><p></p><p>It's all a question of picking the right tools from the tool box. The grind is largely the result of picking the wrong opponents for a given group. The 4e toolbox has quite a few interesting monster choices --so and a few fairly bad ones-- there's no need to select opponents that invite <em>The Grind</em>.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5171293, member: 3887"] My group just hit Paragon level and we haven't had any problem w/[i]The Grind[/i]. Our secret? Well... it's not very secret. Be mindful of your group's combat ability, particularly their potential damage output. At 10th level the group I was running for could take out 200-300 HP foes in 3 rounds (sometimes less) on a good day. On a bad they, some of them have trouble hitting the ground after being thrown off a cliff... Don't select opponents with low damage output and a great big sack of hit points. They're certainly out there and should probably be revised out of the system. Remember that [i]harder-hitting[/i] foes are usually better than [i]harder-to-hit[/i] ones. And more opponents are almost always better than fewer with great gobs of hit points. By mindful of the opponents AC's. In general, really hard-to-hit foes should have relatively few HP (and nice condition-imposing attacks are a plus). For (an extreme) example, I used a few 16th-level Minions in a big fight against a 10th-level party. They were the hardest thing to hit on the field, but could hit easily and impose Daze... they made an interesting tactical consideration. It's all a question of picking the right tools from the tool box. The grind is largely the result of picking the wrong opponents for a given group. The 4e toolbox has quite a few interesting monster choices --so and a few fairly bad ones-- there's no need to select opponents that invite [i]The Grind[/i]. [/QUOTE]
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Community
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Would this solve the "grind" issue?
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