Lower Level combat & grind

Dannyalcatraz

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I've seen lots of threads about 4Ed's grind...and I may have found factors- at least at low levels- that contributes to this that I haven't seen mentioned before: lack of iterative attacks and everyone has equal chances of hitting.

I'm currently in a startup 4Ed campaign: our group is large and we haven't been able to get everyone together to game for some time now, so we've been introducing people to the game as they manage to attend...and in the meantime, we're PHB1 only with the option of changing our PCs out at any time until we get everyone initiated. This also means there is no advancement, so we've seen a lot of low level combat.

And what has happened is that we've seen a lot of fights where PCs attacks simply don't hit. Powers aside- I haven't landed my Warlock's Daily attack in the couple of months we've been playing, despite it targeting previously weakened defenses- but even the guys who would have multiple attacks (and/or higher combat bonuses) in previous editions are finding that, while they hit hard, many combats, they hardly hit.

Example: last session, our group's Fighter didn't land a single blow in the first 2 rounds of the evening's last combat, finally hitting 2 targets with a Cleave, marking them. He then didn't land any more blows until the rest of the party started triggering AoOs, when he actually rolled a couple of 20s. My Warlock generally missed (targeting all 3 of the NADs, depending upon round), but did get a couple of solid hits, including one where he nearly maxed out with his Warlock's Curse & Hunter's Quarry damage rolls. But for the Mage's new MM, his spells generally affected combat by their secondary (read "if the attack fails") effects. The main damage dealer was the Battle Cleric.

IOW, most of our attack rolls simply fail, and this has been typical of our combats.

Now, this is, of course, in part due to the nature of the game, the randomization factor of the dice. However, additional chances or higher attack bonuses for certain classes would seem to improve the odds of PCs actually succeeding with their attacks.

Thoughts? Observations?
 

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The fighter doesn´t need to hit for marking, and the cleaved target is not marked...
also I gues your DM does something a little bit wrong, as monster defense on level 1 varies between 13 (brute) and 17 (soldiers).
With attack bonuses ranging from +5 to +9 on decent builds, you have a 40% hit chance in the worst case and 80% hit chance in the best case (without leader bonus or very heavy optimizing)"
So i can´t imagine low level combat beeing a grind, except when your DM likes to use monsters quite a few levels higher, and this sounds more like a TPK than a grind.

Suggest your DM using more monsters, or elites instead if that´s the case.
 

What numbers are you rolling and finding out you still miss? If your group is just rolling lots and lots of 1s through 6s, then yeah you guys are just having horrible luck. But if you are rolling 10s or 11s and are still missing in most combats, then something is really off in your numbers.

At a standard minimum, PCs will have a +5 attack bonus against AC (a 16 main stat wielding a +2 proficiency weapon). Most will have a +6 versus AC, as a player will either take an 18 main stat, or wield a +3 proficiency weapon if they stick with the 16. So versus a basic AC 15 monster, you should be hitting on 9s and 10s. Throw in additional +2 for combat advantage for flanking (which should happen at least half the time unless your party is predominantly ranged attackers for some reason), and you should be able to hit on 7s or 8s.

If this isn't happening, then you are either facing off against enemies whose ACs are quite a bit higher than this, or your PCs were built in very poor ways. Check with the DM to find out what kinds of ACs you were fighting against, and if they were mostly (if not entirely) in the 17-20 range... then yeah you guys are going to have a hard time of it.
 

I'd ask the GM if he's using higher level monsters. I've recently run my group through an adventure from dungeon. The adventure is pretty cool, but it's horrible broken by the author's love of including high level enemies. Lvl 15 and 16 threats against a lvl 12 party is technically within the encounter guidelines, but it makes for a very frustrating fight.

Especially avoid high level artillery and soldiers, their even-higher to hit and defense values will make a mockery of anything the PCs try to do to improve their own hit and defenses.
 

Yeah without knowing what numbers you are rolling, its hard to say if there really is a problem here. Building on what Defcon said, a fighter for instance could even do this:

18 Str (+4 to hit)
longsword (+3 proficiency)
Weap Expertise (+1)
Weapon Talent (I believe) (+1 to hit)
Flank (+2)

Giving him a total of +11 to his attacks (+9 without flanking). As Defcon points out, there will be few times in this situation where the fighter is likely to miss. He can even get an additional +1 if he is able to charge into a flanking position letting him hit even the toughest soldier on a 5 or higher (without any bonuses from the leader -- who may frequently be able to provide said bonuses).

I do feel your pain on the Dailies though. My group has taken to referring to them as Failies.
 

I've seen lots of threads about 4Ed's grind...and I may have found factors- at least at low levels- that contributes to this that I haven't seen mentioned before: lack of iterative attacks and everyone has equal chances of hitting.

Ehh, lack of iterative attacks was balanced by faster individual rounds (even if total combat time remains comparable).

Chances of hitting... maybe. The presence of dailies means that even when you miss, you still often do something with your big attacks. But yeah, I've seen times when our party's ranger will miss for 3 rounds in a row - despite Action Pointing (and having Action Surge), and most of his attacks involving both him and his wolf attacking. But he'll roll between 2 and 4 on every attack, and not much you can do about that.

If that is what is happening in your game, I can't imagine it would have been better in any other edition. On the other hand, as mentioned by others above, if you are having people roll average and still missing consistently, I think your DM may be the issue, either using overleveled monsters or something else odd going on.
 

Didn't have iterative attacks in low level 3e, either. And only had it in previous versions of dnd if you were a fighter specialized in a weapon or a ranger fighting giants kinda thing.

And you've got the same "equal chance to hit" problem in every single previous edition of dnd as well.

Sounds like you had a bad run, though.
 

My only experience of grind in 4e combat as DM was the PCs second battle.

The reasons were:
-Long turns as noone knew their powers
-Poor tactical decisions because no one knew their powers, much less the rules, or need i even mention how to work as an effective team.
-Heavily Armoured Hobgoblin Soldiers in a tactically advantageous position. 19 AC and +2 if adjacent to an ally for a total of 21 AC. So yes, here, missing was definitely a factor!

Result: The Hobgoblins fled into the night unable to cope with the nauseating boredom of the endless and pointless battle.

Constructive Outcome: I never set up a battle like that again and we began introducing dynamics to combat to avoid that feeling ever coming back.

Main reasons for Grind from a Player perspective:
-Uninteresting/non-interactive terrain features to use to your advantage or that add a sense of risk/danger to combat
-All creatures ALWAYS respect fighter marks and never provoke opportunity attacks, fight way too tactically no matter what creature type they are (DM vs Players style). (What could be more exciting than having a raging minotaur charge past all the heavy fighter types, and the delicate damaging types to go straight for the Warlock while roaring something about 'being unfaithful to the Labyrinth Lord'. 4 OAs, one bloodied and terrified warlock, sounds like more fun to me. Would it have been as spectacular if he had have ran around all those OAs ... nah, not by a long shot.)
-Creatures fighting to the absolute death even when this means certain death and defeat is already totally evident.
-Really abysmal rolls of the dice.

I really think everything i have listed is really simple to avoid once you become aware of it and make an effort to deal with it. I don't think there is a mathematical flaw involved at low levels that generates this. Needless to say, I do advocate giving Expertise at level 5, although I weaved that into the story, but that's just so my players can spend their feat slot on more interesting stuff.
 


I would also guess that you are facing a lot of monsters that have a higher level than your party. This is an unfortunate effect of starting monster level at 1: the GM will have to choose more monsters above your party level because there are no monsters below your party level. This problem should get better once you made it to level 3 or so, as the GM can then choose from levels 1-8 for monsters. In normal games, you only spend ~3 sessions at level 1, so it's less of a problem then it is in your situation.

Technically it should be possible to level existing monster below level 1, just use the formulas on page 184 and put in 0 or -1 for level. It's not quite clear what the experience value of such a creature should be, but that's not your issue as you're not advancing the PCs.
 

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