Yeah stun is retarded and shouldn't have been included in this game.
I never get this comment, and I see it a lot. I know the objection is that stun is "not fun"- but damn, it sometimes sounds like "not fun" means "effective".
While we're at it, let's remove petrification, sleep, immobilizing, dazing and blinding effects and make it so that the player has to agree for his character to die.
I think Stun - At Will is retarded and stupid, but with a recharge mechanic or encounter type power it's pretty freaking scary (and should be!)
I'm so very glad I've modified the module as heavily as I have. I'm challenging my party with the new monsters and new monster rules, but everything's staying quite fast and light. My party also has a lot of Radiant damage, but I've removed most of the undead from Sartine's Tomb - so it hasn't much mattered.I'm running P3: Assault on Nightwyrm Fortress for my PCs, which has a Dracolich encounter part way through. My PCs were destroying most of the encounters in the module (mostly due to Radiant weapons and Necrotic resistance) right up until they faced the Dracolich. This is the FIRST encounter that my PCs have actually run away from since we started playing 4e, and the only encounter the PCs have ever run away from in a published adventure.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.