If a fight isn't challenging enough to at least be able to take someone to unconcious, i.e. about 4 healing surges of damage on a single member, then it's really no different than fighting a bag of rats, now is it? It's boring and tedious and it's where MMOs and adventure games come up with the obnoxious term "grinding". Pointless, irrelevant fights that are there simply to take up play time because it's easier for the developers to force on players than make actual content/story.
That is sort of my guideline for the MINIMUM DIFFICULTY a fight should be. If the party didn't use at least 4 healing surges from a fight (spread across all members), then it was probably too easy, and maybe shouldn't even have been worth (combat) XP or have allowed the PCs to trigger powers (like the bag of rats rule) as it probably wasn't a credible threat.
If a defender is spending 2-4 surges per fight, adding a couple points of con is'nt really going to extend the fight day, particularly with those points having to come from somewhere such as hitting or damageing more (thus making fights shorter and less healing surges needed), or another defence stat. If a 2 bonus shift in reflex takes the chance of an enemy hitting from 60% to 50%, thats a 20% damage difference which could easily equate to a lot more saved healing surges than it would with the same points spent getting a high con, particularly for classes that are boosting STR anyway.
That is sort of my guideline for the MINIMUM DIFFICULTY a fight should be. If the party didn't use at least 4 healing surges from a fight (spread across all members), then it was probably too easy, and maybe shouldn't even have been worth (combat) XP or have allowed the PCs to trigger powers (like the bag of rats rule) as it probably wasn't a credible threat.
If a defender is spending 2-4 surges per fight, adding a couple points of con is'nt really going to extend the fight day, particularly with those points having to come from somewhere such as hitting or damageing more (thus making fights shorter and less healing surges needed), or another defence stat. If a 2 bonus shift in reflex takes the chance of an enemy hitting from 60% to 50%, thats a 20% damage difference which could easily equate to a lot more saved healing surges than it would with the same points spent getting a high con, particularly for classes that are boosting STR anyway.