Grind

What is your experience with Grind?

  • I have never experienced Grind and neither has my fellow players.

    Votes: 20 18.7%
  • I have never experienced Grind but some of my fellow players used to when we first started playing.

    Votes: 4 3.7%
  • I have never experienced Grind but some of my fellow players sometimes do.

    Votes: 3 2.8%
  • I have never experienced Grind but some of my fellow players often do.

    Votes: 0 0.0%
  • I used to experience Grind when we first started playing but my fellow players do not.

    Votes: 1 0.9%
  • I used to experience Grind when we first started playing and so did some of my fellow players.

    Votes: 11 10.3%
  • I used to exp Grind when we first started playing but some of my fellow players sometimes still do.

    Votes: 0 0.0%
  • I used to exp Grind when we first started playing but some of my fellow players often still do.

    Votes: 0 0.0%
  • I sometimes experience Grind but my fellow players do not.

    Votes: 1 0.9%
  • I sometimes experience Grind and some of my fellow players used to when we first started playing.

    Votes: 1 0.9%
  • I sometimes experience Grind and so do some of my fellow players.

    Votes: 42 39.3%
  • I sometimes experience Grind but some of my fellow players often do.

    Votes: 1 0.9%
  • I often experience Grind but my fellow players do not.

    Votes: 1 0.9%
  • I often experience Grind but some of my fellow players used to when we first started playing.

    Votes: 0 0.0%
  • I often experience Grind but some of my fellow players only sometimes do.

    Votes: 3 2.8%
  • I often experience Grind and so do some of my fellow players.

    Votes: 19 17.8%

Regardless of whether your definition of grind is that:

a) the battle is pointless
b) the battle drags on because the monsters have too many hit points
c) you have too much time to do text messaging between turns (one of my players used this as an argument to not have a 7th player join our group)
d) the encounter takes too long (like 1.5 or 2 or more hours)

If the battle is pointless then this is the fault of the DM.
If the monsters have too many hit points then that's bad design (and seriously, giving a pair of solos who already do too little damage in your opinion the Cleric template - itself way outside the guidelines - was entirely your fault as DM).
If you have too much time between turns, either your group is too big or too slow.
If the encounter takes that long, either the DM has screwed up, the players are being too slow, or it had damn well better be a climactic encounter keeping people on the edge of their seats.

So, I was curious how much Grind is still out there, especially with the PCs having more options with the splat books, DMs understanding encounter design better, and with WotC trying to design better monsters.

Try to be honest here. If you do not experience Grind but some of your fellow players have mentioned it or seem to be frustrated waiting for their turn sometimes, don't answer #1.

Yes, I've experienced grind. It normally means that the DM or the module writer has done something badly wrong (or more occasionally the players). Grind has reduced as DMs and writers have got more skillful.

(But if you want serious grind, try tossing Dispel Magic at a buffed ninth level party in 3.X.)
 

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If the battle is pointless then this is the fault of the DM.

Is it? Always? Hmmm. Is that armchair of yours comfortable? :lol:

If the monsters have too many hit points then that's bad design (and seriously, giving a pair of solos who already do too little damage in your opinion the Cleric template - itself way outside the guidelines - was entirely your fault as DM).

Actually, I knew that the encounter would become longer. I was expecting that. The encounter was supposed to be seriously challenging and something that "worried the players" because they just couldn't drop kick the encounter in 6 or fewer rounds like they do the vast majority of encounters. The duration of the encounter wasn't what was grindy, what was grindy was the repetitiveness of the encounter. The dragons quickly ran out of Encounter powers and did the same old attacks through most of the encounter. The PCs went through their repetoire of powers and then started using the same old At Will powers over and over. The first 6 rounds were interesting, but the latter rounds became a bore as players were no longer pulling out Dailies and were mostly out of Encounters. The game system is not designed to handle longer duration encounters, regardless of what causes it (Healing, many foes Stunned, Insubstantial, whatever). If the encounter goes over 8 rounds, it tends to become a slugfest. zzzzzzz


My other issue with that encounter is that the game system is not well designed to handle monsters that heal because the monsters have too many hit points to begin with.

Most standard monsters have ~20 plus 7 to 9 hit points per level.

PCs have ~20+ plus 4 to 7 hit points per level. It only takes a few levels before monsters consistently have more hit points than PCs.

So even if I would have added the Cleric template to a Standard monster instead of a Solo monster and threw a standard in with the solo, it wouldn't matter too much. When PCs are healing ~40 points at level 16 per heal, standard monsters would be healing ~50, elites would be healing ~90, and solos would be healing ~200.

The game system really doesn't take into account monster healing, but it should.

If you have too much time between turns, either your group is too big or too slow.
If the encounter takes that long, either the DM has screwed up, the players are being too slow, or it had damn well better be a climactic encounter keeping people on the edge of their seats.

Yes, I've experienced grind. It normally means that the DM or the module writer has done something badly wrong (or more occasionally the players).

Yeah, it cannot be game mechanics. It cannot be Stun or Insubstantial or the bookeeping of keeping track of 20+ conditions on a dozen PCs and NPCs simultaneously. A person had to screw up. Either the DM, or the players, or both. Yup. Every time.

Human error. Those players are playing the game wrong. Uh huh.
 

KD, seriously you cannot tell me that the conditions are more complex and frequent in 4e. I played and DMed a LARGE number of 1e and 2e games and this stuff was a total tangled mess. I'm PRETTY sure it gets MUCH more involved even in 3.x as I see there are a lot of spells that do all sorts of crazy types of buffing. The durations in 1e and 2e were also totally all over the map from stuff like '1d4+level rounds' to some number of turns (and how do you track THAT exactly? especially in a longer sequence of fighting mixed with other related activity). There were all kinds of other craziness like having to roll to see how many creatures were effected, etc. Overall spells were a royal mess to track. The worst part was a lot of them effected core numbers of the PCs, forcing you to do massive amounts of recalculation (the famous dispel magic catastrophe that stops the game for an hour is NOT a myth, I've seen it).

4e's durations and effects are just about 100 times easier to deal with. The effects are all well defined and everyone understands what they can and can't do with them. There are actually only a few durations and each power (which should be on cards, if they aren't then THAT is the problem) clearly spells out which duration it uses. Yes, effects are more common and I don't disagree that that offsets a good bit of the time gained from simpler book keeping, but the book keeping IS simpler.

Yes, if a battle is pointless its a DM issue. Maybe a module designer creates a pointless encounter, but any DM that is so unfamiliar with the module he's running that he can't tell its pointless is at best inexperienced. I don't consider that a justification for bad module design, but if you constantly have pointless encounters then something is wrong on the DM side of the screen. If the players initiate an encounter, then I would never consider that pointless as obviously it was pointed enough to the players to make them want to engage (like if they turn a social encounter into a fight or just pick fights).

Healing can work fine for monsters. You simply cannot apply the PC healing rules as-is to monsters without thought. Look at things like orcs. Orcs work fine and they have plenty of healing. Most of them don't heal huge amounts of hit points though. If you want healing that works, I'd simply apply an amount of it that is appropriate, so maybe a solo doesn't get back 200 hit points, yeah.

Beyond that healing monsters really isn't that exciting for the players. I've never yet seen a player be excited by that, they just look at you like 'you jerk, you're going to make me hit it MORE!'. Just give things hit points and leave it at that. Regeneration is much more fun, the monster gets back a bit of points and the players are all of a sudden urgent to kill it because if they don't then it WILL get ugly. That's tense and fun. Better also to do something like put in a power that throws off an effect or gives extra saves. Its much more thrilling when the monsters suddenly and unexpectedly escapes from the 'sure thing' lockdown vs it sits there locked down for an extra 3 rounds because it healed but still can't DO anything.

The issue in 4e is that its easy to make boring encounters. If the enemy isn't tactically interesting then the game devolves down to 1e style stand and deliver, which just makes 4e boring since there's no SOD the MU can drop on everything to end the boredom.
 

KD, seriously you cannot tell me that the conditions are more complex and frequent in 4e. I played and DMed a LARGE number of 1e and 2e games and this stuff was a total tangled mess. I'm PRETTY sure it gets MUCH more involved even in 3.x as I see there are a lot of spells that do all sorts of crazy types of buffing.

Well, I think the argument is that it is a different type of complexity. In 3rd Edition, especially at high level, everyone in the party might have a dozen buff spells up with varying durations - but many would last the entire combat. In 4E, you have many more conditions that last for just one round, or just affect certain PCs, or so forth. And they might be smaller mods - a couple +1s to damage here, a -2 to attack there, a -2 Will, etc.

Of course, I did find the older system harder to deal with (largely due to the completely time-stop when buffs did go away, along with how extensive the adjustments from buffs could be - especially with cascading math attacks like Ray of Enfeeblement.)

I do think there is some truth to the number of conditions potentially being an issue in 4E, but it hasn't been a common occurence in my game. Even when I played a Warlord who had a ton of bonuses bouncing in and out! Of course, I specifically had some cards to let everyone track what bonuses I had given - it might have been more of a hassle without those. Or it might not have.

As it is, I think 4E does have the potential for grind, but it isn't the default outcome of the system. And that has remained true in my experience - perhaps one combat out of every few sessions will run long, usually due to poor encounter design... letting too many of the 'potential problems' show up in the same encounter. On their own, they are good game elements that allow for a robust and flavorful game. Every now and then, they might cause an issue. For myself, I can live with that.
 

I often find that the people who complain about grind, are the only ones that know what they're going to do on their turn. I have two people at one of my tables that are causing a slow down. If it happens next week they will have 10 seconds to choose their action, or i'll pick a default at will for them.

BOCTAOE
That is coming down on your players a bit hard I think.

What I have been doing is something similar: I automatically have them take the Delay action. It doesn't take the action away from their character and makes them think of what to do (which you want) instead of grumbling about needing more time.

Regarding the topic: there are a lot of encounters and party setups that can get grindy. I don't quite believe the ones that says they have no encounters that are grindy. Or maybe. If they are playing a party full of strikers and blast controllers. Or the DM never uses brutes, soldiers or controllers. :p

I am playing with a group with 7 players (and a dm), so we are really prone to grindy encounters if I am not really careful. Just as I needed to be very careful about random PC killing in earlier editions.

On the other hand it's mostly me (the dm) that has problems with the grind. My players are having a great time, it's just my quest for perfection that makes this an issue.

BTW KarinsDad: I feel with you in the encounter with the healing dragons. You had a good idea - and in earlier editions it would have been fine, but as you discovered, giving healing to monsters isn't something you should do without much thinking
 

KarinsDad said:
...The game system is not designed to handle longer duration encounters, regardless of what causes it (Healing, many foes Stunned, Insubstantial, whatever). If the encounter goes over 8 rounds, it tends to become a slugfest. zzzzzzz
...
The game system really doesn't take into account monster healing, but it
Some good points there, although I don't agree with stunned, as you can't use any powers while stunned, so you still have them afterwards. In addition your turn goes really quickly when all you can do is roll a save.

Monster healing should NOT* be healing surge based for solo monsters and probably not for elites. As noted in a post above, giving monsters regeneration instead is probably a better way of doing it.

*Most systems has some kind of gotcha! 3.x had the multiple low-level fireball hurling sorcerer problem. For instance 32 level 6 sorcerers is only a level 11 encounter, but does around 336 damage a round if you made your save for half damage. Learning what the gotchas are and avoiding them is important for a good game. :)
 
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KD, seriously you cannot tell me that the conditions are more complex and frequent in 4e. I played and DMed a LARGE number of 1e and 2e games and this stuff was a total tangled mess. I'm PRETTY sure it gets MUCH more involved even in 3.x as I see there are a lot of spells that do all sorts of crazy types of buffing. The durations in 1e and 2e were also totally all over the map from stuff like '1d4+level rounds' to some number of turns (and how do you track THAT exactly? especially in a longer sequence of fighting mixed with other related activity). There were all kinds of other craziness like having to roll to see how many creatures were effected, etc. Overall spells were a royal mess to track. The worst part was a lot of them effected core numbers of the PCs, forcing you to do massive amounts of recalculation (the famous dispel magic catastrophe that stops the game for an hour is NOT a myth, I've seen it).

Yup. I played from the blue book through 3.5, from levels 1 to 20, and I too once in a blue moon saw some of these issues. But, they weren't as common nor as catastrophic as some people claim and they could be handled by having a good character sheet with modifier columns on it.

4E condition handling is nearly every single round. Every single encounter.

No comparison.

Most monsters in 3.5 did not have Dispel Magic. The only time one ran into it is if the DM threw a spell caster at the group and it doesn't take much for the DM to realize that doing this if the group is buff heavy and does not have most of the buff spells pre-calculated on their character sheet is just as bad as throwing a bunch of 4E Stun monsters at the party.

The difference between 4E durations and 3.5 durations is that 4E durations are mostly dynamic from round to round. In 3.5, the players cast their long duration spells while the DM was going to the bathroom at the beginning of a game day and/or at the beginning of an encounter, marked them on their character sheets, and rarely changed them.

There were often more buffs in 3.5, especially once one got to level 7 or so, but smart players had the frequently used ones in their group already written on their character sheets.

Note: a pickup game with higher level PCs that buff in 3.5 could become problematic, but this rarely happened if the players were organized in a campaign.

4e's durations and effects are just about 100 times easier to deal with. The effects are all well defined and everyone understands what they can and can't do with them. There are actually only a few durations and each power (which should be on cards, if they aren't then THAT is the problem) clearly spells out which duration it uses. Yes, effects are more common and I don't disagree that that offsets a good bit of the time gained from simpler book keeping, but the book keeping IS simpler.

Sorry, but this is totally erroneous.

In 3.5, the only time the bookkeeping got in the way mid-combat (outside of Dispel Magic) at all is for a one round per level spell at really low levels. But since the PCs had so few spells at low level, it was not an issue.

Once the PCs got to level 5 or so, the one round per level spells became "until the end of the encounter spells".

The "one minute per level" spells became 1 or 2 or 3 encounters, based on what the DM considered time between encounters.

The "ten minutes per level" and "one hour per level" spells became most of the adventuring day, especially considering that 3.5 was plagued with 3 or 4 encounters and the group rests up at 9 AM syndrome.

In 4E, there are 6 different "in combat" durations (start of user's next turn, end of user's next turn, start of foe's next turn, end of foe's next turn, end of encounter, until save, plus until healed of bloodied) compared to the typically 1 "in combat" duration (it is either on or off for the entire encounter) of 3.5.

Again, no comparison.

Sure, if a DM wanted to be anal about time and durations in 3.5, he could have the minutes tick down, but I never met a DM who ever did this. One minute per level spell and you are level 5, guess what? The spell is down after encounter 2. Move on.

The real issue is that 4E has a plethora of one+ round powers/effects with differing durations. 3.5 had a plethora of one+ encounter spells with differing durations. The latter is easier to handle in combat bookkeeping-wise than the former.

Yes, if a battle is pointless its a DM issue. Maybe a module designer creates a pointless encounter, but any DM that is so unfamiliar with the module he's running that he can't tell its pointless is at best inexperienced. I don't consider that a justification for bad module design, but if you constantly have pointless encounters then something is wrong on the DM side of the screen. If the players initiate an encounter, then I would never consider that pointless as obviously it was pointed enough to the players to make them want to engage (like if they turn a social encounter into a fight or just pick fights).

I guess it depends on your definition of pointless.

To me, having 50 encounters (or however many of them there are) in Revenge of the Giants is kind of pointless. I threw away 2/3rds of them when I ran that book. Another DM might run every single one of them and as a player in such a campaign, I may or may not consider some or many of those encounters pointless (note: 3.5 had this as well in module design, Return to the Temple of Elemental Evil was great fun until the PCs had to slog through the plethora of extra unnecessary encounters, just to fill the dungeon).

Module designs in general have too many pointless encounters. As a player, I want encounters that add to the plot, make sense that they are there, have the monsters actually use the magic items that the players eventually acquire, etc. An occasional random encounter is fine, but when the entire module is nothing but encounter after encounter after encounter, just to show off new monsters and new traps, that's pointless. Even when there is a monster theme thrown around it.

Many game designers design adventure modules this way, so I consider pointless encounter design to be something that many people, including DMs and game designers, just do not see when they design it. It's only after the fact that there were 5 encounters that really did nothing but add XP to the PCs that the players might notice that "Hey, why exactly did we just have 5 kobold fights? Because we were walking down a road and needed XP? Huh?".

And just because it is not pointless to the DM does not mean that it will not be pointless to a player. DMs have a lot more information than players. It sometimes just occurs that the DM has a given encounter for a reason that the players do not or may not ever see. I have a campaign over on Living Eberron at this moment where the PCs never tracked down some of the clues and so are clueless on why certain types of encounters are occurring. It happens.

Healing can work fine for monsters. You simply cannot apply the PC healing rules as-is to monsters without thought. Look at things like orcs. Orcs work fine and they have plenty of healing. Most of them don't heal huge amounts of hit points though. If you want healing that works, I'd simply apply an amount of it that is appropriate, so maybe a solo doesn't get back 200 hit points, yeah.

That being the case, then the DMG should not have Cleric Class features included with the Cleric Class template.

Beyond that healing monsters really isn't that exciting for the players. I've never yet seen a player be excited by that, they just look at you like 'you jerk, you're going to make me hit it MORE!'. Just give things hit points and leave it at that. Regeneration is much more fun, the monster gets back a bit of points and the players are all of a sudden urgent to kill it because if they don't then it WILL get ugly. That's tense and fun. Better also to do something like put in a power that throws off an effect or gives extra saves. Its much more thrilling when the monsters suddenly and unexpectedly escapes from the 'sure thing' lockdown vs it sits there locked down for an extra 3 rounds because it healed but still can't DO anything.

Healing monsters can be extremely suspenseful. It's a classic way to worry the players and add suspense to an encounter. "Why won't he just die???" is a classic theme in many genres. It can be done with Resistance X, with Regeneration, or with Healing, or just by doubling the monster's hit points. It doesn't really matter, the monster can take a boatload of damage and the players have to figure out a weakness. In the encounter I put together, the weakness was the weaker monster that had to be taken out first, or even encouraging the stronger monster to flee with a good Bluff or Intimidate check after the PCs have a good round of 200 points of damage. It shouldn't just be about doing 1000s of hit points of damage in these types of encounters.

And, some players might not like these types of encounters when they happens, but the point is to worry the players, not to excite them. You consider this the DM being a jerk??? Sure, if he does it a lot, it can be overdone. But in my case, I did significant monster Healing once in 16 levels. Hardly overdone.

The issue in 4e is that its easy to make boring encounters. If the enemy isn't tactically interesting then the game devolves down to 1e style stand and deliver, which just makes 4e boring since there's no SOD the MU can drop on everything to end the boredom.

Precisely. It is easy to make encounters boring in 4E and part of that is game mechanics.

In 1E through 3.5, I often gave my players a "go to the well" low charge item. It could have been a 5D6 Wand of Fireballs at level 2 with 2 charges, or a Scroll of Wall of Thorns at level 5 or whatever. They typically wouldn't use it unless things looked really bad. There are no such items in 4E. The players have to just slog it out. The DM has to go out of his way to pre-analyze the encounter to ensure that there are not too many Stuns or Blinds or Insubtantials, or Weakens, or whatever (note: 3.5 had this same issue with CR, 4E has it with effects and conditions, the same XP can be very swingy with regard to encounter design). There is no good way if the DM errs or the dice go cold for the players to pull a rabbit out of their hats to overcome it. Dailies won't always do it, especially at lower levels when the players have fewer of these or if the PC dice are real cold.

The game mechanics get in the way of having an occasional big ticket item help out the PCs when they are in slog mode.
 

Yup. I played from the blue book through 3.5, from levels 1 to 20, and I too once in a blue moon saw some of these issues. But, they weren't as common nor as catastrophic as some people claim and they could be handled by having a good character sheet with modifier columns on it.

I think you would rightly need to make a poll about that before getting to absolutely declare that everyone else is incorrect about those issues. Many people in 3.5 clearly had these issues, even if many others found ways to mitigate or avoid them.

For my group, the two biggest issues were the buffing itself, along with the level of adjustments some buffs made. Even if you didn't need to track durations in combat, I saw times when it would take 20 or 30 minutes to figure out buffs at the start of the day, or before 'kicking in the door'. I saw it regularly in mid-high level play in Living Greyhawk. How relevant it is now or not, I really don't think you get to declare that there is strictly "no comparison".
No comparison.

Once the PCs got to level 5 or so, the one round per level spells became "until the end of the encounter spells".

The "one minute per level" spells became 1 or 2 or 3 encounters, based on what the DM considered time between encounters.

The "ten minutes per level" and "one hour per level" spells became most of the adventuring day, especially considering that 3.5 was plagued with 3 or 4 encounters and the group rests up at 9 AM syndrome.

In 4E, there are 6 different "in combat" durations (start of user's next turn, end of user's next turn, start of foe's next turn, end of foe's next turn, end of encounter, until save, plus until healed of bloodied) compared to the typically 1 "in combat" duration (it is either on or off for the entire encounter) of 3.5.

I'll note that of those durations, the vast majority are "until the end of user's next turn" and "save ends".

Similarly... as a buff-based cleric in LG, I know that durations required a lot more tracking than you are claiming. Sure, if you actually had a DM who literally hand-waved away the durations, but at that point you are essentially getting into house rules.

Look, I'm not arguing that grind is non-existent in 4E. But I think you are exaggerating some of the issues to support a pre-determined point. Sure, a DM should avoid having an encounter of all insubstantial creatures, or make sure that every monsters doesn't have at-will weakens or stuns. But I don't think you will stumble into such encounters on a regular basis, and the amount of work you need to do to fix it when you do is relatively small. Stating the DM needs to "go out of his way to pre-analyze each encounter" is a bit much, I'd say.

I do hear you regarding being able to hand out some 'emergency buttons' for the PCs - though I've found myself largely successful just using some higher level consumables or unique favors or the like. Of course, my players also blow through things quickly enough that they rarely need such things... or, even if they might, have a tendency to save them anyway.
 

That being the case, then the DMG should not have Cleric Class features included with the Cleric Class template.

As others have pointed out, those templates were never meant to be applied to Solos. They're for making normal monsters into Elites, and Elites into Solos. By applying a healing template to a Solo with already high HP, you just added a LOT more length to the encounter. In fact, you said so yourself that you knew that going in: "It wasn't meant to illustrate anything other than an encounter that should have increased by slightly more than 50% in duration due to a healing capability".

You mentioned nothing about wanting to add excitement or suspense in any way, just duration...which is what you got.

Healing monsters can be extremely suspenseful. It's a classic way to worry the players and add suspense to an encounter. "Why won't he just die???" is a classic theme in many genres. It can be done with Resistance X, with Regeneration, or with Healing, or just by doubling the monster's hit points. It doesn't really matter, the monster can take a boatload of damage and the players have to figure out a weakness. In the encounter I put together, the weakness was the weaker monster that had to be taken out first, or even encouraging the stronger monster to flee with a good Bluff or Intimidate check after the PCs have a good round of 200 points of damage. It shouldn't just be about doing 1000s of hit points of damage in these types of encounters.

And, some players might not like these types of encounters when they happens, but the point is to worry the players, not to excite them. You consider this the DM being a jerk??? Sure, if he does it a lot, it can be overdone. But in my case, I did significant monster Healing once in 16 levels. Hardly overdone.
If that type of "Oh crap, I thought he was almost dead, but now he's back up!" scenario created such excitement and suspense, then why it something that always comes off as cheap and lazy in movies and video games? You know what I'm talking about...those "final bosses" you have to beat, then beat again in their "second form", and then beat again in their "third form" and such nonsense. No real excitement comes from a neverending encounter, it just becomes a slog.

Now, this isn't to say that healing can't ever bring excitement. Quite the contrary actually. But it must be tempered by other things. There were examples in the DMG 2 of beneficial terrain that could do things like recharge encounter powers, which would be perfect for a longer fight you wanted an epic feel for. This way, it wouldn't be just At-Will spamming, and players could use some of their favorite powers 2 or 3 times in the fight.

Healing can also be a great way to keep really scary, but individually weak, monsters in a fight during a normal encounter. For example, healing enemy Artillery so that they can keep pounding the PC's with long range fire could add some excitement to the encounter. Healing on a Solo with high HP though just, as you yourself said, adds duration and nothing else. And that's boring.

Precisely. It is easy to make encounters boring in 4E and part of that is game mechanics.

Nothing about your encounter was really following any of the DMG or DMG2 guidelines for how to made dynamic encounters. You never even mentioned any terrain at all, so I would assume that it played very little role in the fight.

So while yes, it might be somewhat easy to mess up and create accidental grind, I think that if you follow the DMG's guidelines for creating encounters you'll usually end up with relatively well balanced and dynamic encounters. Barring a few outliers of course...namely, those that have a LOT of Soldiers. But for the most part, they give some pretty solid advice that you can work with and modify.
 

I found an experience with "grind" the other night. It was just a test battle for characters who just hit paragon and two of the characters had died in the lead-up without being raised. I wanted to give them a chance to try out their powers before it "counts" so I ran the 11th level bit from the Delve book. The Hydra was seriously grindy. Sure it had a lot of attacks, but the thing was actually grinding even though it was dangerous because it's abilities were so vanilla and it was a total sack of HP, especially since the striker couldn't make it and they weren't rolling very high.

Is that the system? I don't think so, but it's a creature I wouldn't likely use in a regular encounter.
 

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