Manbearcat
Legend
The encounter you've described is not one that would fit well in my preferred playstyle, either as a player or as a DM. I personally prefer organic encounters that arise as a result of the PCs' strategic choices, so a pre-planned encounter with scripted features like the ones you describe wouldn't really fit. (And from the PC standpoint, in the playstyle I prefer, fighting the enemy on their home turf is usually a last resort, and indicates the PCs have lost the strategic initiative.)
I can definitely see how the encounter you've described would emphasize the differences between powers in 4e. There is a lot going on at the tactical level, and that matters for which power is most useful at any given moment, so careful round-by-round selection of the order in which to use each power is key.
I can also see, however, how encounters in other styles might de-emphasize the differences between 4e powers. If the PCs elect to attack at maximum range, for (a very simple) example, many of the movement-related special effects of 4e powers may be irrelevant. (E.g. pushing a target 3 squares may be useless at long range if it doesn't change the target's ability to reach full cover on its turn). When encounter specifics cause the special effects of 4e powers to be less relevant, the practical differences between 4e powers start to blur.
I think it's reasonable to conclude that the perceived degree of "samey-ness" in 4e powers may depend on the preferred encounter style of the observer.
As an additional complication caused by differing playstyles, I note that your example encounter appears to assume that differences between powers should be evaluated based on their affect on an encounter after initiative is rolled. In playstyles that instead emphasize the strategic layer of D&D, the relevant question may instead be to what extent 4e powers differ in their ability to influence, before initiative is rolled, how, where, when, and whether an encounter takes place.
From the perspective of that kind of playstyle, it may be highly relevant to perceptions of "sameyness" that 4e arguably lacks the range of character abilities found in other editions that would permit, for example, retrieving the NPC in your example encounter without engaging in combat at all. For those who prefer such playstyles, the recurring choice of what order in which to use one's powers may seem repetitive from encounter to encounter, even if all such encounters are designed, like your example, to emphasize the differences between powers.
Great response. That is the kind of conversation that I was trying to give rise to.
Some thoughts/replies:
* I absolutely agree (which was what I was trying to convey with the example) that encounters that (a) have multiple moving parts, (b) that incentivize mobility (and/or disincentivize lack of movement), (c) that incentivize forced movement, (d) multiple impactful battlefield features, and (e) interesting team monster synergy are the kinds of combats that will highlight both (i) the distinctness in decision-points in classes/archetypes and (ii) the emergent effects on the gamestate of those decision-points.
* I would also say that all 4e combats that are run using the combat engine should have b-d minimum. I would simultaneously say that attaining b-d is trivially easy for even a very average proficiency user. Its the (a) and (e) that take more skill. An easy example is a ruin with scattered Difficult Terrain, 2 ruined walls that can be shoved over for a Close Burst 3 Terrain Stunt, A boiling cookpot and spit as Hindering Terrain, a hill (requires climbing or moving around which equals more action economy spent) with multiple Bandit Archer (Artillery) Minions and multiple Bandit Toughs (Elite Brutes) w/ their Attack Dogs (Standard Skirmishers).
* I definitely agree that there is a level of tactical depth associated with all of this stuff that is undesirable for some/many players. Further, I also agree that featuring the conflict-charged scene as pretty much the exclusive locus of the action while simultaneously reducing the impact of spell power plays, means that the historical profile of D&D extra-encounter strategy will be muted (and/or moved to a different axis). However, while both of those are interesting asides (and both relevant to the question of why certain folks didn't like 4e), they are indeed still asides to the question of "sameness."
* The question of tactics and Initiative order is an interesting one. What I've seen in all of the 4e games I've GMed is that its something like this (I'll use the encounter that you quoted above and I'll simply use a Fighter as an example).
PRE-INITIATIVE: The Fighter player is considering each of the following possible moves for round 1:
1) Weave between the Lightning Pillars and get to the NPC and start the process of breaking it out of the machine; Run (Move +2 but give up CA) > Mighty Sprint > Standard Action Athletics Check to sunder the machine > Action Point Heal to mend the ailments the machine is causing the NPC (hoping for 2 out of the 4 required successes by round 1). Invariably, this would change the situation of the Skill Challenge with the machine possibly having countermeasures it can deploy (steel tentacles perhaps?) that the Fighter would have to withstand/defeat next round.
2) Force the Mad Scientist (MA) into melee it can't escape (hopefully preventing it from getting to the rune to teleport to a Pillar); Run > Run > Mighty Sprint (which includes a buffed Athletics check to leap and climb the pillar to the balcony to get adjacent to MA > Action Point Seize and Stab Daily Power for big damage to the MA and to Grab him which he can't get out of until the END of its NEXT turn. The MA would be damaged + shut down hard with that Grab for multiple ROUNDS with this effect and Combat Superiority (its ranged attacks would yield OAs) and it wouldn't be able to get to the Teleportation Rune + Marked (subject to all of its effects) + subject to Combat Superiority (making getting away a virtual impossibility unless it can Force Move the Fighter away from it or teleport from where it is).
3) Get to the nearest Lightning Pillar to kill the two Flesh Golem Minions that have just been animated by the Pillar and then sunder the Pillar; Run (hopefully avoid the Lightning Damage when the Fighter gets in proximity) > Standard Action to Cleave (a hit on the first one and the 2nd one is auto-swept with the Minion Sweeper rider of Cleave) > Action Point Athletics Check to Sunder the Pillar and destroy it (shutting off the ability for the MS to port there, shutting off the Minion activation, shutting off the proximity Lightning damage).
4) Get to the East Entrance to man the 15 foot opening (which, with Combat Superiority and a 3 SQ opening, the Fighter basically becomes an impenetrable wall that anything that comes from that corridor would die upon) that the Iron Golem is in and engage the Golem; Run > Charge the Iron Golem as a Standard Action Attack (and decide if they want to use Bull Charge Encounter Power - Damage + Push + Shift Adjacent + Secondary attack for Prone - as you can sub it for a Melee Basic Attack). Creature is at least Marked and subject to Combat Superiority (as above) but probably also damaged + Pushed into the corridor + Fighter adjacent + possibly Prone. If the Golem is Prone, the Fighter may then decide to Minor Action Mighty Sprint to get adjacent to either a Lightning Pillar and Sunder it or get adjacent to the pair of Flesh Golems underneath it > Action Point to Athletics (Sunder) the Pillar or Cleave the Flesh Golems.
This whole turn would possibly leave the following scenario in its wake; (a) that Flesh Golem damaged by around 1/4, (b) basically useless for round 1 (as it would have to spend all of its action economy to get up from Prone and move into the room), and (c) either both Flesh Golems under the pillar killed or the Lightning Pillar destroyed.
As I look at this decision-point and the possible action declarations it could yield, I see (a) extreme diversity, (b) significant effectiveness in tipping the scales for the good guys in each outcome, (c) different mechanical interactions, (d) different amount and type of resource investment.
The only thing Initiative order might do is change the final formulation of the 4 decision-points up top a bit (which one they finally decided to prioritize), possibly removing 1 or 2 and opening up another 1 or 2. For instance, if the Flesh Golems goes before it and they become spread out, that would limit the Cleave aspect of (3) above.
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