15 Minute Adventuring Day

Pre-MM3, we were seeing awful, grindy combats even by high Heroic. We spent half a session in one fight on more than one occasion.

Tony Vargas said:
What I noticed was that the early modules kept the 3e convention of using a much higher level monster as a 'serious' challenge. In 4e, that made the monster too frustrating to hit, resulting in long, boring, 'grinds' ... that could as easily end with a TPK as a PC victory.
This was my early experience as well. This school of encounter design just fails in 4e. Though at the same time, there wasn't much challenge in at-level encounters either. Sure you could add a bunch more monsters, but then it just makes the DMs turn take forever and if the monsters' initiative order is clumped together, you're likely to wipe the floor with the PCs just as if you'd used too high a level monster.
 
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In 4e, the tactical challenges weren't as often about simply surviving, but in winning through with enough resources intact to handle the rest of the adventure

This doesn't even work at paragon/epic, showing I think your lack of experience with very high level play. For one thing, epic PCs especially can regain powers - including daily powers - very easily. This isn't "power creep" before you start on that again, the Archmage and Eternal Trickster are two of the BEST options for this. BOTH IN THE ORIGINAL PLAYERS HANDBOOK. Not kidding! Go pick it up! Flip to the EDs, they are right there are two of the absolute best 4E EDs right in the first book.

So this logic just absolutely fails because PCs at epic actually have resources + more. The actual result was that your argument about even level encounters being a speed bump doesn't even work. They're not a speedbump, they're more of a very annoying ant trying to bite your toe. Sure, you can throw more ants at the party but they will just be more annoying - not more fun.

If your statement was "By epic EL+3 encounters were a speedbump" I would agree. That's literally how seriously bad the power discrepancy got and bear in mind, those EL+3 speed bumps still took forever while scratching away or desperately trying to deny PCs as many actions as possible. It really wasn't fun in any manner and neither was it fun to prepare encounters for either.

I mean when your first thought when sitting down to make an epic encounter is "How can I make this blatantly unfair enough that the monsters stand a chance" you know you're having flashbacks to 3rd ed. Now with the higher damage 4E feels like a unique game that is finally free of the problems that 3E had - especially at epic level play.
 

By high heroic? Because I really noticed the grinds more as a low-level phenomenon. When you have 1 encounter, 1 daily, maybe a worthwhile racial power, you're reduced to grinding away with at-wills after only a few rounds. At high heroic, you have 3 encounter powers, and, if you're trying to use each of them /well/, it might easily be 6 or more rounds before you've done so. Then, you have 3 dailies that might be brought in to mix things up. A daily can often change the complexion of a battle, and a party of 5 high-heroic characters has 15 of them. Enough to spice up any 4 - or 8 - combats pretty substantially. And, you've been accumulating magic items.

So, low heroic, yeah, it can get grindy (though, really, if you're new to the class, even at-wills can be a tad interesting). Higher heroic and Paragon, though, always seemed like you had plenty to do to have interesting options throughout even longer encounters.

But, I suppose a confluence of player styles and decissions could get you there. If players are very stingy with dailies. If the DM is stingy with 'interesting' items (or the players reluctant to use them). If they blow through encounter powers one after the other, every encounter. Yeah, you could get a grind at any level, if the players got it into their heads that they should avoid using non-encounter resources except in extremis, used encounter resources freely and early, and 'had to' finish fights with nothing but at-wills...
 

Usually, 3 encounters in a day is a lot for my party. I also throw in non-combat encounters that eat away surges sometimes.

The bard, wizard, ranger, rogue are all ranged and the knight, paladin, swordmage, avenger are melee. They also take around a couple of paladin NPCs that help heal and defend. The lay on hands used by PCs and NPCs helps keep surges going. Surges are rarely a problem because anyone in the front line has plenty and anything that gets into the back lines gets focused down in 1 round.

Sometimes something like a trap or melee elite will reach the back line and wreck some serious havoc, but at that point life and limb is more of a concern than surges. Unless the same back-liner gets targeted two fights in a day they are probably going to be alright.

Sometimes during a long adventuring day I throw in a point where they can recover a surge or two. I try to make them work for it, usually a skill check to help them take advantage of their immediate environment in a way they find relaxing.

My campaign tends to be very fast paced, so no rest-every-chance-you-get shenanigans is going on. On the occasions when they do have excess time I let them take extended rests as often as they want (I don't enforce the 24 hour rule, you can take an extended rest without sleeping). It's just good thinking, and it makes sense that when you can take your time and aren't rushed that you are constantly at your best.

I actually like the dynamic that striker characters have to be concerned about surges in post MM3 encounters. I always noticed that melee strikers had higher damage output than ranged, so it's good. It forces them to understand how brittle a glass cannon is, and encourages them to branch out and have ranged attacks as an option for when surges are low.
 

By high heroic? Because I really noticed the grinds more as a low-level phenomenon. When you have 1 encounter, 1 daily, maybe a worthwhile racial power, you're reduced to grinding away with at-wills after only a few rounds. At high heroic, you have 3 encounter powers, and, if you're trying to use each of them /well/, it might easily be 6 or more rounds before you've done so. Then, you have 3 dailies that might be brought in to mix things up. A daily can often change the complexion of a battle, and a party of 5 high-heroic characters has 15 of them. Enough to spice up any 4 - or 8 - combats pretty substantially. And, you've been accumulating magic items.

So, low heroic, yeah, it can get grindy (though, really, if you're new to the class, even at-wills can be a tad interesting). Higher heroic and Paragon, though, always seemed like you had plenty to do to have interesting options throughout even longer encounters.

But, I suppose a confluence of player styles and decissions could get you there. If players are very stingy with dailies. If the DM is stingy with 'interesting' items (or the players reluctant to use them). If they blow through encounter powers one after the other, every encounter. Yeah, you could get a grind at any level, if the players got it into their heads that they should avoid using non-encounter resources except in extremis, used encounter resources freely and early, and 'had to' finish fights with nothing but at-wills...

In my experience, the grind was nothing at low heroic. Sure, the first couple of times we played, it took a bit but that was because we were learning a new system. Now, we can easily get 3, and maybe 4 encounters in during a 3.5 hour session at low-heroic. The difference is the hit points. New monster damage hasn't affected this (at low-heroic) either, but it has made it more interesting. My level 4 runepriest cannot simply wait for the big bad encounter of the day to pull out his daily and daily utility. When the wizard and fighter have a combined total of 10 HP, its a pretty good time to whip out Shield of Sacrifice, regardless of whether or not its an early fight. In either event though, the number of combats hasn't really changed at low levels from my experience.

Late heroic and into paragon though is much different. The fights were just long and dragging before the update (or more specifically before I started to apply the update). Not only were they long (sure the PCs are doing more damage, but not that much more damage) but they were not interesting either. It was almost always clear early on that the fight would be won by the PCs regardless of what they did. In many respects it lead to sloppy play (no real need to think about tactics for instance). The thought that the ranger might take 114 points of damage on the first monster's first turn never crossed the PCs minds. That, has certainly now changed though.

We can still easily get 3-4 encounters in during the day (not including skill challenges and the like) but it just requires more careful encounter building. As Aegeri stated, its no longer a matter of having to find challenging monsters (which usually meant monsters at least a few levels higher than the PCs) and then hoping their defenses would be high enough to give the players some pause (which, oh by the way, made the grind that much more of a pain). Now even a monster of party level or 1 or 2 below party level can threaten the party.
 

Late heroic and into paragon though is much different. The fights were just long and dragging before the update (or more specifically before I started to apply the update). Not only were they long (sure the PCs are doing more damage, but not that much more damage) but they were not interesting either. It was almost always clear early on that the fight would be won by the PCs regardless of what they did. In many respects it lead to sloppy play (no real need to think about tactics for instance). The thought that the ranger might take 114 points of damage on the first monster's first turn never crossed the PCs minds. That, has certainly now changed though.

Yeah this matches my experience. I think the average paragon/epic combat went pretty much with the PCs not being scratched by just about anything and it was quite frustrating. I needed obscure combination's of terrain, traps and basically deliberately metagaming monsters specifically to thwart the PCs. For me as a DM who doesn't play 4E, I get satisfaction and fun from roleplaying monsters - but doing this was suicide. If I didn't treat every group of monsters 100% optimally it was simply a walk over.

Most importantly it was a completely trivial walk over. Combat would take 5-6 rounds but it would be boring. The monsters didn't do much and the players didn't do much either - because I would deliberately try to chain stun/daze/dominate them. In fact dominate because the go to power and every single combat - every single one - revolved around if the monsters that could dominate actually did so or not. You can imagine this isn't very fun for the players involved and really it's purely artificial challenge.

The response to this was to start ratcheting up ELs. I started with an EL+2 as my "base" encounter - I no longer regarded an EL = 0 as worth anything frankly. Then I started to really optimize encounters and think immensely tactically. I made monsters that created zones, solos that could thwart conditions or had intrinsic action like mechanisms. In many ways I am thankful for this period because it really did make me a really good DM and forced me to get the most out of 4E as a system - but without blatantly breaking the rules.

Of course each encounter was taking me three hours to make. Three hours. That was because I had to really think about all elements of an encounter and how they interacted to make them challenging, fun and not have to rely on things like repeatedly stunning the PCs. Even then, a single mistake and it could be trivialized. All the while my PCs were gaining more power every level and I had to adjust to constantly expanding sets of powers. For example the original pre-errata Legion's Hold*, which was a close burst 20 and stunned everything (or dazed everything on a miss). This meant that any open encounter was automatically trivialized.

Monsters just flat out couldn't deal with this by themselves for numerous reasons.

1) They couldn't do enough on their own turns anyway. I think I once kept track of the amount of damage a group of level 26 monsters did in one combat. I believe it was something like a whole 50 points of damage - across five PCs. Big whoop.

2) PCs could largely negate a lot of attacks - something that doesn't get mentioned much in these discussions. Reactions and interrupt attacks/actions that could simply restore a PCs HP in response to damage (and this was also pre-surgeless healing nerfs) or just plain negate attacks (EG Shield) meant what monsters did do was easily ignored. They wouldn't get another chance to do anything most of the time either.

3) The dwarven defender had come and get it, combined with a muticlass to warpriest granting him pretty ridiculous AC. The point of this was that he could easily draw in every creature and then pretty much ignore all the damage done. Whatever damage that wasn't just healed due to the clerics surgeless healing powers anyway. This also conveniently sat all monsters in a group to be killed by the Wizard/Sorcerers AoE attacks.

My responses to these were to think again very cleverly about how the monsters in the encounter worked. A good example was exploiting the parties distinct weakness against flying creatures I observed in one encounter. A beholder could hover 4 squares up and pound the party into submission almost without fear. Due to their general lack of range and importantly - the lack of many abilities that could knock it prone or pull the creature to the ground - the beholder could last for ages. It took little damage and could spam eye rays to its heart content. But again this was simply chipping away slowly at HP - extending combat - not making it inherently more fun or tactical.

Speaking of tactics, the PCs tactics were always pretty straightforward and never required a lot of particular forethought. The fighter grabbed all the creatures together with one of the two come and get it like powers (there is an epic one as well!). Then just bomb the resulting mess with AoE powers on action points - using feats like martial recovery and power regaining features of the archmage to get back dailies used. The result was pretty much killing everything trivially and minimal damage. This tactic was only thwarted when I used huge areas, particularly with line of effect blocking but not line of sight blocking terrain (EG huge glass floors and similar). Pretty much if they could do this it was always the optimal thing to do - there was never any thought and the situation barely mattered.

Then came MM3 right towards the end of the game. It came out about level 27 in this game and its effects were immediate. Although I had no understand at the time of the new base math, I usually got away with copying stats from roughly similar monsters - or outright using them.

The difference was shocking. The PCs tactic of come and get it and bombared backfired instantly. The fighter ate dirt on -20 HP after a single round - absolutely unprecedented in the game to that point. The cleric had to use his demigod HP feature for the second time in the entire epic tier. The sorcerer actually took damage. The wizard couldn't trivially lock down everything (reflavored Serpents of Nihal drove him bananas incidentally). The Barbarians huge horde of HP was actually worth something.

And all this chaos? In a single EL 27 encounter - that is just 5 standard MM3 monsters. The new damage - and powers - allowed the monsters to be more mobile and hit harder. They could actually do something to the PCs and generally get somewhere. Poor tactics - contrary to Tony's assertions about pre-MM3 being more tactics (I honestly can't fathom how) - were punished severely. No longer could they do the same thing every single combat and get away with it. Brutes that targeted a NAD would tear the fighter to pieces in only a few hits - so if he bit off more than he could chew it was frankly completely lethal.

Suddenly combats became shorter - I wasn't bothering with so much stun/daze/dominate anymore - but more violent. At the same time, they were infinitely more tactical for their preparation time than combats I spent three hours carefully metagaming. Mistakes would cause PCs to go down or even risk death. All creatures needed to be treated like threats - not just figuring out whatever had the most obnoxious status effects and killing it to clean up the remaining creatures. Power use had to be more considered, because an EL+2 encounter could devastate the party if ran into in an unprepared state.

So not only did MM3 speed up my combats - I needed to use less monsters to actually challenge the party - but it also reduced my prep time. It had corresponding effects in making PCs need better tactics to get through encounters - because a few wrong moves and you could end up in huge trouble. The new monsters also felt like epic creatures - their powers kept up with what PCs could do and had interesting interactions. Their tactical possibilities were just fantastic and meant that one dood, hiding in the back you ignored all combat - that was a bad mistake.

Overall I just couldn't go back to the pre-MM3 damage levels. Even if I do mulch through my PCs healing surges, the alternative was long, boring combats that pretty much played the same way 99% of the time anyway. You couldn't pay me to go back to that.

*Incidentally for those wondering about my dismissal of the power creep argument from Tony I will state again, it's another Players Handbook power. Combined with being used multiple times by an ED, from the Players Handbook. Legions hold was ridiculous once per day, when it could be used multiple times a day it was just plain bonkers and incredibly hard to deal with.
 

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This was an interesting read. I'm DMing at early paragon now and haven't come across this combat trivialization. Of course MM3 has been out for awhile and when I don't use its monsters, I'm modifying monsters from other sources to have similar HP and damage levels. My party is a far cry from optimal, but they do keep learning new tricks.

I just noticed that your 4e pre-MM3 plight reminded me of my 3e DMing days. I remember taking a long time to plan encounters, and meta-gaming furiously. There were essentially two factors to consider. One was that the Wizard's spells would trivialize half the monsters in the book, and the other was that I couldn't let a monster end up standing next to the fighter unless it was a massive AC/HP tank like a dragon. Most fights ended with the party sweeping the monsters up trivially. It was hard to find a balance, it was usually either a cakewalk or a TPK (without intervention).

One of the things I like about 4e in this respect is the power limitation. Knowing that players have only 3 dailies and 3 encounters is nice. The fact that this doesn't continue to expand with levels really helps. They do continue to learn knew utility powers as they level though, and most of them are combat oriented. That is one major source of their growth.

The additional surge usage has been noted at my table too. The player's take more damage and have more healing at their disposal. I've been thinking of granting them additional healing surges per tier to help compensate for this. Anyone done so in the past? (I've been thinking of a flat 1 surge per tier). Another option is to have them encounter paragon and epic level comforts during their adventuring days. Enchanted meals that can help recover some surges or the like. I could dole this out on a per-adventure basis if I wanted more control, or hand it out as a magic item that can only be used again after an extended rest and a milestone.
 

I see the grind problem as a bit of a monster hit point math problem.

At level 1, the NPCs have ~30 hit points (sometimes somewhat less than this).

At level 19, the NPCs typically have between 130 and 220 hit points.

A 1st level PC averaging 10 points of damage will take out most same level NPCs with At Will powers in 5 rounds (60% chance to hit). He'll do it in 3 to 4 rounds on average if his encounter power hits. And, of course, the Strikers will do it faster, so a same level encounter doesn't actually last 5 rounds.

The NPCs gained between 5 and 10 hit points per level. So in order to take out a foe in that same 3 to 5 rounds, a PC has to boost his damage per attack 2 to 3 points every single level (3 successful At Will and/or Encounter hits).

A 19th level PC needs to average 45 to 75 points of damage to take out most same level NPCs with powers in 5 rounds (again, assuming a 60% chance to hit, less damage per hit if the to hit chance is higher).

Sure, 19th level PCs can do some serious damage, but doing 45 to 75 on average for a non-Striker is pretty darn high. If a given 19th level PC is only averaging 30 points of damage, it will take him twice as long to take out the foe. And of course, not all PCs are super optimized either.


WotC's solution to the hit point issue appears to have been to add a lot of offensive feats and other abilities to the game. It's not just Expertise, it's also Accuracy Wands, it's conditional boosts to hit, etc. It's Essentials Striker PCs that can easily be designed with 80+% chances to hit and high damage. It's Rogues and Thieves being allowed to do Sneak Attack damage outside their turn. It's magical items that improve crit chances. It's the ability to get one item that prevents OAs while charging, two more that boost damage to a charge, and a third that increases the chance to hit when doing so.

It's not any one thing. It's a plethora of item, feat, powers, class, and racial abilities creep that on their own, are pretty minor. But when added together, the synergies can sometimes get pretty strong.

And because WotC added so much offensive umph to the PCs, the game became too easy for players and too difficult for DMs to challenge their groups, especially at higher levels. So, WotC turned around and made the monsters average more damage (actually a good thing in my opinion), but they didn't change the hit point equation for monsters. Instead of adding 5 to 10 hit points per level, they should have probably added 3 to 6 hit points per level.

So, the higher level arms race and grind tends to continue. Because the monsters now do more damage, players are forced to use Daily powers more often and earlier in the encounter. They are also forced to ignore many Encounter and Daily powers that just hit for damage and instead, focus on Encounter and Daily powers that seriously help the PCs or hamper the NPCs in some manner (or ones which target multiple foes) which in turn leads to another form of grind as more conditions are thrown out on the board. So, a boatload of interesting but less effective Encounter and Daily powers are ignored and probably not used in too many games.


This too forces the game back to 3 or 4 encounters or the 15 minute adventuring day because players at higher levels are forced to use up resources faster.
 


WotC's solution to the hit point issue appears to have been to add a lot of offensive feats and other abilities to the game. It's not just Expertise, it's also Accuracy Wands, it's conditional boosts to hit, etc.

Whereas things like Backstabber, Frostcheese, and Nimble Blade are new? Oh wait, all three come from the PHB1.

It's Essentials Striker PCs that can easily be designed with 80+% chances to hit and high damage.

The main difference in terms of to hit between a HOFL Thief and a PHB Rogue is Expertise. Oh, and Backstabber vs encounter powers.

It's Rogues and Thieves being allowed to do Sneak Attack damage outside their turn.

A damage buff for the warlord? And for OAs, come to think of it. Barely relevant.

It's magical items that improve crit chances.

Where? (Remember Jagged has a weak crit effect). And which of them match up to Daggermaster?

It's the ability to get one item that prevents OAs while charging, two more that boost damage to a charge, and a third that increases the chance to hit when doing so.

Charges I'll grant.

It's not any one thing. It's a plethora of item, feat, powers, class, and racial abilities creep that on their own, are pretty minor. But when added together, the synergies can sometimes get pretty strong.

Possibly they can. But with the single exception of chargemonkeys, nothing currently around matches up to pre-errata Orbizards, Ranger Daggermasters, Stormwardens, Bloodmages, Fey Slashers, Frostcheese (especially Frostcheese Ranger Daggermasters), fighters with 4 attacks for a L3 encounter power, et al.

And because WotC added so much offensive umph to the PCs,

While taking away the high end offence...

the game became too easy for players and too difficult for DMs to challenge their groups, especially at higher levels.

That was a fault in the design, not one of power creep. I'd use MM3 math against PHB-only PCs.

So, the higher level arms race and grind tends to continue. Because the monsters now do more damage, players are forced to use Daily powers more often and earlier in the encounter.

Only if the DM is using the same level of monster rather than the same level of challenge. Fights of a level that would have been a cakewalk are now nailbiting - as Ageri illustrates. If the DM doesn't adapt, there's trouble. If the DM uses lower level critters, things are fine.

@KarinsDad
Was under the impression that MM3 monsters had less HP. I'll have to double check that.

They don't. You just use lower level MM3 monsters and therefore they effectively have lower HP whatever the actual numbers.
 

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