Starfox
Hero
Most of them were fine with it...
You must spread some Experience Points around before giving it to Wolf1066 again.
You are lucky to have such players!
Most of them were fine with it...
I disagree. The situation I described can be very exciting.
So, instead of encountering an EL5 (easy), then an EL5 (easy), and then possibly an EL10 (challenging) fight one at a time, they get the whole gaggle at once (overwhelming), while the party is spread out through a room and down a hallway (terrible tactical disadvantage).
In my experience, this is a feature of 4E: you often have combats that start out going badly, producing a lot of fear, and then swing to the PCs winning with no casualties. I find that it can be very effective for making combats feel exciting.
I'm not sure why it seems to happen more in 4E than in other game systems. Part of it is that PCs are like yo-yos--they may be knocked unconscious, but a minor action by a leader later and they're back in the fight, whereas the monsters tend to have no healing. A common pattern in my experience is "PCs are bloodied or even unconscious at a point when all of the monsters are up--oh no this looks really bad--heal the PCs up and drop even one monster and suddenly we're 5 on 4 and the fight looks better--drop another monster and we start cleaning up." But that pattern existed in previous editions and other games as well, so it can't be all of it. Part of it might be the "oh no we're doing badly--everyone drop your dailies"? Not sure on the exact causes, but I find it happens all the time when 4E is working well.
A problem here is that by bypassing encounters (generally a smart thing to do) you open yourself up to being overwhelmed by several combined encounters later on. My players often fight lesser encounters along the way rather than bypass them, playing out a frontal assault rather than a blitzkrieg. I generally prefer the excitement of surgical action, where you try to bypass as much of the opposition as possible, both as a player and gamemaster.
This tends to break party cohesion, and the rest rally to try and rescue the situation, but are hopelessly positioned to do so.
I'd go as far as to say that under certain circumstances, the rest of the party failing to do something* about a player who does something suicidally stupid can be a precursor to a TPK.In my experience, this is what really leads to disaster. One Leeroy Jenkins-style player can lead an entire party to catastrophe. The Leeroy does something suicidally stupid and the other PCs feel obligated to pull his fat out of the fire instead of letting him reap the consequences.
So, effectively, not only has Leeroy thrown his chunk of the battle plan out the window, he's thrown the whole danged thing; and instead of Leeroy getting whacked and the rest of the party taking some hits but surviving, you get a TPK.