Mustrum_Ridcully
Legend
Well, our Shaman didn't have that many.I'm pretty sure that all the leaders can help with saves to some degree.. As I said, I made that post purely by memory. I am certain that if I look through the Cleric section of the PHB alone, there's going to be lots of options to obliterate conditions.
The problem is that it's probably a tactical good choice to lock down a particular character.But it just depends on the build vs. the type of condition. Bards beat the pants off any movement limitations, but they're not so great against other problems like weakened or dazed, etc. I've seen quite a few powers from other classes (the Psion I believe) which addresses powers effecting the will defense or at least dazed/dominated stuff.
Two things.
1) I don't like stun as a condition anyways. But a monster that can, say, daze as an at-will for a round IMO isn't bad. As long as, for instance, you're not just shooting the Fighter every round with the daze power. If one round you hit one player, the next round you hit another, then everyone is sharing the pain, as opposed to you putting a bucket over the head of one player for the entire encounter.
The monsters encounter powers are not free of conditional effects. If you use a varied set of monsters that all have some kind of conditional effects going on, you still can't escape this.Not to mention that if the monster has the condition on just an AW, in my experience the monster isn't using that AW all that often. Because you, the DM, want to use its encounter powers, and monsters typically have more than one. So for at least half of its life span, it's not using those AWs.
A fighter that is weakened deals less damage, but he can still mark and do his thing.The problem (at least for me) are (save ends) conditions. I've had encounters where the Fighter is weakened for 4 consecutive rounds. That massively sucks. It really effects the pace of the battle because you're only doing half damage, and it's just frustrating the condition stays.
I agree that encounter design is important. It seems to me as if the WotC encounters of this particular evening at least still favored a lot of conditions applying to the PCs. (We played one encounter from a Dungeon Delve and two more from a Dungeon adventure.)2) As pointed out above, the bolded portion is as much a part of encounter design as anything. You don't want all your enemies to do the same thing, no matter if that's conditions or if it's an encounter of all Soldiers Variety is important, no matter what, and with conditions this is especially true.
My goal would be to change this. Use conditions that "feel nasty" without being frustrating.
Solos (and Elites) of course suffer more from these conditions. But that is a separate issue. I am focusing on the deal for PCs and players.Disagree there. See the comment on solos. A solo typically has several minor action powers and something on a move, so a Daze really crimps its style. Immobilziation is going to nuke a skirmisher unless it's a teleporter. And many monsters do have minor action powers.
The DM has a slightly different perspective in most cases. He "commands" multiple monsters. It's rare that all his monsters are locked down and unable to act. But as a player, you control only one character. If you consistently lose this control due to strong, repeating conditions, the game is less enjoyable.