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<blockquote data-quote="Hussar" data-source="post: 6022097" data-attributes="member: 22779"><p>To be fair, there are a number of monsters in 4e that can get the grind on in a hurry. Anything incorporeal can be a right PITA, for example. That invisible, TELEPORTING, elite (or possibly solo) was another good example.</p><p></p><p>Something that 4e really needs is to take a very hard look at any ability that reduces damage. Considering how many HP most 4e critters already have, bumping on something like invisibility at will as a minor action, is going to make a fight take AGES. </p><p></p><p>I think we were on what, round 14 by the end of that fight? So, 5 players, 1 DM, 3 hours (180 min/6/14=) 2 minutes per turn. Not a bad average at all. Certainly a heck of a lot better than 8 to 10 minutes per turn.</p><p></p><p>But, I think the point is also well made - fights in 4e don't typically take several hours to resolve. If they are for your group (and that's the generic you - no one in specific) then it might be time to take a look at encounter design. Where is the massive time sink. It's not about saying that a good DM fixes everything, but, when possible issues can be pretty glaringly obvious, either try not to use those things, or change them.</p><p></p><p>I mean, if the invisible critter could only go invisible as a move action, then it would not have been a problem. If insubstantial instead just granted a bunch of HP, it would be a lot better. Particularly when insubstantial gets paired with creatures that cause weakness - quadrupling a critter's HP is not a good thing.</p><p></p><p>While I think that there are issues here, I'm not sure they are terribly insurmountable ones.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6022097, member: 22779"] To be fair, there are a number of monsters in 4e that can get the grind on in a hurry. Anything incorporeal can be a right PITA, for example. That invisible, TELEPORTING, elite (or possibly solo) was another good example. Something that 4e really needs is to take a very hard look at any ability that reduces damage. Considering how many HP most 4e critters already have, bumping on something like invisibility at will as a minor action, is going to make a fight take AGES. I think we were on what, round 14 by the end of that fight? So, 5 players, 1 DM, 3 hours (180 min/6/14=) 2 minutes per turn. Not a bad average at all. Certainly a heck of a lot better than 8 to 10 minutes per turn. But, I think the point is also well made - fights in 4e don't typically take several hours to resolve. If they are for your group (and that's the generic you - no one in specific) then it might be time to take a look at encounter design. Where is the massive time sink. It's not about saying that a good DM fixes everything, but, when possible issues can be pretty glaringly obvious, either try not to use those things, or change them. I mean, if the invisible critter could only go invisible as a move action, then it would not have been a problem. If insubstantial instead just granted a bunch of HP, it would be a lot better. Particularly when insubstantial gets paired with creatures that cause weakness - quadrupling a critter's HP is not a good thing. While I think that there are issues here, I'm not sure they are terribly insurmountable ones. [/QUOTE]
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