Majoru Oakheart
Adventurer
Those don't have to be the 2 options. Rocket tag only exists if you have enough damage to kill enemies in one hit. That's the point of rocket tag, whoever first first wins because of the amount of damage being done.I was a big fan of this. Otherwise you're playing rocket tag. Waiting a bit meant you could learn more about your enemies and then fashion tactics to beat them. I wasn't the biggest fan of "victory before you touch the dice" (eg scry/buff/port strategies, etc) but I might be in the minority here.
You can know that Ogres have 32 hitpoints and AC 11. However, when your weapon has +5 to hit and does 1d8+3, you aren't going to kill it simply by going first.
I just found that when that same Ogre could have 250 hitpoints and an AC of 22 and there was no real way of telling which version of the Ogre you were up against made people hesitate way too long when a combat was designed to be nothing more than a speed bump:
PC 1: "4 Ogres, eh? Any of them might be solos or higher level than the others. I use my at-will power on the one on the right. I rolled an 18 and hit AC 30. I do 10 damage. Hmm, he didn't die, eh? That doesn't tell us much. He has an AC less than 30, which doesn't say much since I rolled so high. He didn't die with only 10 damage. But I rolled pretty low, so he could still have lots of health left. That didn't bloody him, did it? No...alright, he has at least 21 hitpoints total."
PC 2: "Yeah, just to be safe, I attack a different Ogre with an at-will...let's see how much damage that one can take."
DM: "Ugh, these things are 5 levels below the party. They each take about 2 encounter powers worth of damage each to kill. I expected 3 of them to die in the first round of combat."
Plus, I'd really just prefer combat end quicker so we can get back to the real part of the game.