I'm A Banana
Potassium-Rich
Quickleaf said:If I were redesigning 4e from scratch I definitely would look at the multiplier effect of conditions across different classes, dish out fewer condition afflicting abilities, and more unique interesting conditions that don't debilitate monsters when layered on.
I've mucked about with two main ways of mitigating this, with varying degrees of success.
First, there's the idea of a "resistance token." The creature has a resistance token. It can spend this at any time to negate any condition. But in doing so, the creature spends its resistance token, and thus becomes vulnerable to the NEXT time that it happens. The creature can spend a minor action to regain the token, so if the party wants to deny it actions, they need to hit it in quick succession, or harass it with multiple conditions. This generally works OK when it's transparent, but I wouldn't sneak it onto a group -- if you KNOW spending your daily at the start of combat to cripple the BBEG is not going to work, you won't do it, but if you don't know that, you could end up wasting an action.
Second, I find that multiple NPC actions help with this. In my back-and-forth initiative, I give elites and solos bonus turns in a round (2 for elites, 4 for solos). Action denial is still effective, but less so -- if you get multiple turns, your action economy isn't quite so limited.