AbdulAlhazred
Legend
Sight unseen: yes.
You can have optional rules and tinker at the margins. D&D has done that in the past (combat and tactics, which he references, is probably the most extreme case) and so have many other games.
But two radically different systems to be used in the same game or campaign...hmm...
4E combat can be a little long and predictable. This is the grind. You avoid the latter by things that may amplify the first. Recent changes have reduced this a bit, but not 100%...One implication is that "easy" combats can still take too long and be sort of boring.
It would be nice if you could do smaller combats with basically the same system, not have them take too long, but still have a cost, or at least possible cost, for the PCs. Notable attrition, or at least a threat of a devasting crit or some other impact. I do think some simple steps in this direction include:
*Fewer hp/more damage, and maybe less regular healing.
*More risk through critical hits or other mechanics.
*More strategic resources that could be tapped for the big, long, fights.
One metagame difference might be set up:
*Running by the same rules, but without minis.
I'm thinking one solution would actually be another monster type, the "mook". This would be specifically intended to be a fairly trivial monster to defeat but would have some characteristics designed to make it a credible threat for a round or two.
Maybe something like a standard but with less hit points (say 1/3 of a standard), rather simple powers that might be just marginally more complex than a minion's are. I'd say give them one encounter power that is fairly high damage and then a low damage output MBA/RBA, and maybe a trait in some cases. They'll go down quite fast and reliably, but if they get lucky they can put a ding in your character big enough to notice. They'd fill in the gulf between minions and standards and they could be used (with minions perhaps) as the main monster type for 'quick' encounters. They'd be worth a bit less XP than standards but the basic idea would be 5 mooks would stand up to 2-3 rounds or so, get in a couple good hits, and then die hard. Yet they would be substantial enough that the wizard can't just clear them with Beguiling Strands.