I'm really surprised that people are so frustrated with conditions. My players have adopted three strategies for conditions:
Characters that REALLY hate a particular condition (our super-fast elf ranger hates being slowed or immobilized) find, seek out, or buy, magic items that give them a bonus to saves against that condtion.
Our Cleric (of Avandra), uses Attack powers that give an ally a save (one's even an At-Will!).
We make liberal use of Aid Another and Favorable Circumstances. For example, when immobilized by glue pots, the ranger was helped by the wizard using Prestidigitation to remove some of the glue (for a +2 to his save). The same wizard, when blinded by a cloud of ash, asked to use prestidigitation to help him with his own save (my reply as DM: "Of course!").
To me, conditions are a GREAT way to get the PCs to approach a fight as something other than "Remove all the monster HP in the room". By encouraging cool team oriented powers, and allowing creative Aid Another skills, and using liberal bonuses for sensible "real world" tactics, I feel that I'm getting my players to visualize the fight better, and be more creative in combat.
Also, the "poor PC" who gets targeted by repeated conditions? In the games I've been running, this is a fun encounter feature called "Rescue X". In one fight, it was the halfling Rogue, grabbed by a eldritch tentacle and being dragged towards the boiling cauldron. In another, it was the doughty dwarf, being gnawed by a pack of ghouls. Sometimes, it's really fun for one PC to be in serious trouble, so that the fight is more about rescuing your friend that beating your enemy.
Characters that REALLY hate a particular condition (our super-fast elf ranger hates being slowed or immobilized) find, seek out, or buy, magic items that give them a bonus to saves against that condtion.
Our Cleric (of Avandra), uses Attack powers that give an ally a save (one's even an At-Will!).
We make liberal use of Aid Another and Favorable Circumstances. For example, when immobilized by glue pots, the ranger was helped by the wizard using Prestidigitation to remove some of the glue (for a +2 to his save). The same wizard, when blinded by a cloud of ash, asked to use prestidigitation to help him with his own save (my reply as DM: "Of course!").
To me, conditions are a GREAT way to get the PCs to approach a fight as something other than "Remove all the monster HP in the room". By encouraging cool team oriented powers, and allowing creative Aid Another skills, and using liberal bonuses for sensible "real world" tactics, I feel that I'm getting my players to visualize the fight better, and be more creative in combat.
Also, the "poor PC" who gets targeted by repeated conditions? In the games I've been running, this is a fun encounter feature called "Rescue X". In one fight, it was the halfling Rogue, grabbed by a eldritch tentacle and being dragged towards the boiling cauldron. In another, it was the doughty dwarf, being gnawed by a pack of ghouls. Sometimes, it's really fun for one PC to be in serious trouble, so that the fight is more about rescuing your friend that beating your enemy.