Remathilis
Legend
Any other edition and it would have just been the fighter and the mugger standing there trading blows. You could use the scenery or try another action like in 3e or previous editions. 4E gave out more options - it didn't take any away - and a boring fight is going to be a boring fight.
A boring but a quick fight. The problem was the pc exhausted his bag of tricks early (I don't recall if he used his daily or not) and the fight broke to pushing the foe around.
You never see two people fighting across a room in fiction.
Wait...
Usually because the one moves to get into position rather than keep getting bashed with a shield.
First of all, it sounds like this fight took about 10 rounds if not more - in other words, roughly a minute. If you can't imagine people moving 30' or so in a minute then I invite you to watch any action movie or maybe a boxing match or two.
Second, the player explicitly chose to use Tide of Iron. He could've used a normal basic attack with the exact same chance to hit and damage. In other words, he shoved the enemy around on purpose. Don't blame the game for what the player chose to do with it. People have many options available to them besides just using the abilities on their sheet.
Third, the stats of monsters (including level 1 brute muggers) are made with a certain function in mind: to provide a fun challenge for a party of PCs. A single fighter with just his dagger is no such thing. It's a (minor) failing of 4e but it simply doesn't do duels like this well, it's an action-adventure game built around a party. The DM never should've done an encounter like this.
Fourth, what kind of alleyway is shaped like a 20 by 20 foot room?![]()
Fifth, even if our hypothetical cube-alley is shaped like that, a 4-square by 4-square battlefield is far too tiny by 4e standards. And too boring as well, as it sounds like there was no special terrain, no features to make use of, nothing to stunt or improvise with.
All in all it sounds like an encounter custom-tailored to make the least possible use of 4e's strengths and focus on hitting the weak spots as much as humanly possible. A skill challenge to notice a pick-pocket in time, chase him down, and intimidate him into giving you some of his stash would've been easier to do, more in keeping with the game's intended use, and loads more fun.
1. See above. The mugger really didn't move much on his own account.
2. It was in 2008, the game really lacked for good clarity and options. Yeah, he could have used a basic or even cleave, but why would he? ToI did the same damage and had the same to hit. There was 0 reason for him not to!
3. No. This is a Major Failing. The original MM numbers made far too many assumptions about how combat works: even teams of five with a leader to bump numbers in huge deathtrap arenas. A spur of the moment encounter (the pc was in the bad side of town and the dm wanted to show how dangerous it was) turned into a weird slog/dance routine. If 4e can't handle a quick combat without a bakanced team and a dozen terrain features, there is a problem. It limits the dm to only one kind of combat and takes away options.
4. It was a "court" between some buildings at the end of an alley. The was done trash and stuff but it was never designed for a full encounter; just a quick scrap.
5. See above.
All in All, it showed there should be some trade-off for these moves, be it a check or a resource.
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