When I was drafted to DM a 4e scenario, I know that I played poorly a key monster. I was very little acquainted with the game, and not quite at ease running it.
That encounter was, I am pretty sure, designed with the assumption that the DM would use the monster's powers with the sort of cunning that would come naturally to one who had spent some time analyzing the ins and outs of the game. In my short experience as a player, I had been much more interested in what in modern terms would be called 'fluff'.
The specifics of powers and conditions, and their interactions, may not always match what one would expect from other contexts (such as old D&D). It takes a bit of "rules mastery" to get the most out of them.
Using too little skill provides too little challenge, and makes the game too little interesting to players well versed in game-mechanical tactics. Add in a 6-to-1 advantage in brainpower, and the players present quite a challenge to the DM!
That encounter was, I am pretty sure, designed with the assumption that the DM would use the monster's powers with the sort of cunning that would come naturally to one who had spent some time analyzing the ins and outs of the game. In my short experience as a player, I had been much more interested in what in modern terms would be called 'fluff'.
The specifics of powers and conditions, and their interactions, may not always match what one would expect from other contexts (such as old D&D). It takes a bit of "rules mastery" to get the most out of them.
Using too little skill provides too little challenge, and makes the game too little interesting to players well versed in game-mechanical tactics. Add in a 6-to-1 advantage in brainpower, and the players present quite a challenge to the DM!