ryryguy
First Post
90 minutes?
Two points.
First.
Even if situations like the one the OP described do turn out to be distressingly common, where the battle is a foregone conclusion but 5-10 rounds of mop-up are required, why should that mop-up last for 90 minutes? Especially if everyone has used their complicated encounter and daily powers, and things have more-or-less devolved to "stand around and whack each other", shouldn't you be able to get through even 10 rounds of combat much faster than 90 minutes?
Maybe combat is still a bit slow for your group due to inexperience with 4e? Additionally, some table techniques should help to speed things up. Many of these are mentioned early in the Gleemax thread posted earlier, and I think some are in the DMG as well. They include the obvious things like rolling damage along with attack rolls, limiting time to decide player actions, etc. So the mop-up may still be boring, but you ought not to have to suffer it for so long, I think.
Second.
A poster mentioned wandering monsters and an influential article about not using them, stating that this was a bad idea. I think that's a great point. The threat of a wandering monster could help to keep the tension higher during mop-up time. Plus all the other things about not allowing the players to always control the rhythm of encounters and how that can help mix up resource management and attrition issues.
My followup to that point is that, although I like the advice, the article may have had a point too. Pure, straight up "wandering monsters" can be bad if overused. If ill-used, they can seem artificial, capricious, grindy. (I don't think I've read the article that was referred to, but it wouldn't surprise me if that was the point of it.)
You have to expand on what "wandering monster" means beyond rolling for a random creature group on a terrain table. Ideally, it's also a handcrafted encounter the DM has in his back pocket for exactly the sort of situation the OP's group found itself in. Something that also fits in and advances the story in its own right.
Some of the other suggestions in this thread about dynamic terrain, traps, and so forth could also be used as fancy "wandering monsters". In my view, to be helpful the wandering monster doesn't actually have to be wandering or a monster. It's the timing that's important. If the collapsing ceiling doesn't start to collapse until you get to that boring mop-up point, the mop-up is no longer boring. Perhaps you can even not decide in advance "this ceiling in this room is going to collapse"; rather, you know a ceiling is going to collapse in whichever room the boring mop-up happens to occur in.
Two points.
First.
Even if situations like the one the OP described do turn out to be distressingly common, where the battle is a foregone conclusion but 5-10 rounds of mop-up are required, why should that mop-up last for 90 minutes? Especially if everyone has used their complicated encounter and daily powers, and things have more-or-less devolved to "stand around and whack each other", shouldn't you be able to get through even 10 rounds of combat much faster than 90 minutes?
Maybe combat is still a bit slow for your group due to inexperience with 4e? Additionally, some table techniques should help to speed things up. Many of these are mentioned early in the Gleemax thread posted earlier, and I think some are in the DMG as well. They include the obvious things like rolling damage along with attack rolls, limiting time to decide player actions, etc. So the mop-up may still be boring, but you ought not to have to suffer it for so long, I think.
Second.
A poster mentioned wandering monsters and an influential article about not using them, stating that this was a bad idea. I think that's a great point. The threat of a wandering monster could help to keep the tension higher during mop-up time. Plus all the other things about not allowing the players to always control the rhythm of encounters and how that can help mix up resource management and attrition issues.
My followup to that point is that, although I like the advice, the article may have had a point too. Pure, straight up "wandering monsters" can be bad if overused. If ill-used, they can seem artificial, capricious, grindy. (I don't think I've read the article that was referred to, but it wouldn't surprise me if that was the point of it.)
You have to expand on what "wandering monster" means beyond rolling for a random creature group on a terrain table. Ideally, it's also a handcrafted encounter the DM has in his back pocket for exactly the sort of situation the OP's group found itself in. Something that also fits in and advances the story in its own right.
Some of the other suggestions in this thread about dynamic terrain, traps, and so forth could also be used as fancy "wandering monsters". In my view, to be helpful the wandering monster doesn't actually have to be wandering or a monster. It's the timing that's important. If the collapsing ceiling doesn't start to collapse until you get to that boring mop-up point, the mop-up is no longer boring. Perhaps you can even not decide in advance "this ceiling in this room is going to collapse"; rather, you know a ceiling is going to collapse in whichever room the boring mop-up happens to occur in.