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Would this solve the "grind" issue?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5175553" data-attributes="member: 82106"><p>I'd say you're probably right about the party composition, especially if you have some players that have gone turtle. Having 2 leaders can also shift things a lot, in either direction depending on the type of leader. A party with a healing optimized cleric in it will almost inevitably extend combats. OTOH a party with a taclord in it will probably experience a quickened pace. Leaders are the most tactically complex characters to run too, so with 2 of them that probably lengthens the average player turn a bit. </p><p></p><p>I'd say ideally you'd want more like say a fighter, a paladin, a taclord, and 3 strikers. A party with that composition should have adequate healing and a good amount of damage output. Your 'classic' 5 character party seems to be built around having 2 strikers and MOST players seem to build near striker level damage output fighters too. The main party I DM for is like that, the fighter actually dishes out as much damage as the rogue or the starlock (but they aren't the ultimate damage output strikers either). Even the STR cleric can mix it up pretty well. </p><p></p><p>@KD, I don't know. I don't find it that much harder for the party to focus fire with multiple targets (at least within reason). There will be a good bit more opportunities for effective use of AoEs too. I don't disagree that at low levels larger numbers of weaker monsters may be more deadly, but for equal XP budgets I think they're within the same ballpark. It also seems like as you go up to higher levels a level - 1 monster for example becomes less and less of a threat. I'm finding that at low paragon tier the weaker monsters often get crisped just by spillover fire or players just whack them with multi-target attacks. It does depend a lot more though on what the monsters are and how they synergize with each other too at higher levels. A weak monster CAN be quite deadly in the right situation, but a higher level monster can also be quite ineffective.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5175553, member: 82106"] I'd say you're probably right about the party composition, especially if you have some players that have gone turtle. Having 2 leaders can also shift things a lot, in either direction depending on the type of leader. A party with a healing optimized cleric in it will almost inevitably extend combats. OTOH a party with a taclord in it will probably experience a quickened pace. Leaders are the most tactically complex characters to run too, so with 2 of them that probably lengthens the average player turn a bit. I'd say ideally you'd want more like say a fighter, a paladin, a taclord, and 3 strikers. A party with that composition should have adequate healing and a good amount of damage output. Your 'classic' 5 character party seems to be built around having 2 strikers and MOST players seem to build near striker level damage output fighters too. The main party I DM for is like that, the fighter actually dishes out as much damage as the rogue or the starlock (but they aren't the ultimate damage output strikers either). Even the STR cleric can mix it up pretty well. @KD, I don't know. I don't find it that much harder for the party to focus fire with multiple targets (at least within reason). There will be a good bit more opportunities for effective use of AoEs too. I don't disagree that at low levels larger numbers of weaker monsters may be more deadly, but for equal XP budgets I think they're within the same ballpark. It also seems like as you go up to higher levels a level - 1 monster for example becomes less and less of a threat. I'm finding that at low paragon tier the weaker monsters often get crisped just by spillover fire or players just whack them with multi-target attacks. It does depend a lot more though on what the monsters are and how they synergize with each other too at higher levels. A weak monster CAN be quite deadly in the right situation, but a higher level monster can also be quite ineffective. [/QUOTE]
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Would this solve the "grind" issue?
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