EzekielRaiden
Follower of the Way
1) Because combat takes a long time. The purpose of these rules is to still be a fight, but to be very, very fast by comparison to proper set pieces.Hmm, that's challenging. I see a few constraints here.
1) If you're looking to not represent a tactical challenge, then we're looking for a subsystem where we're not pulling out the battle mat and not using our combat powers. (I think?) The challenge is that if combat powers are usable, why aren't we just starting a combat?
2) If we're not using combat powers, the mechanical levers the players can use are limited to skill checks, utility powers, and possibly theme/PP/ED abilities.
3) To provide a strategic or logistical challenge, some resource of the players needs to be put at risk. That would generally be either healing surges or daily powers. Optionally, success/fail could modify the narrative, changing the shape of the next few encounters in a positive or negative direction. Those kind of rewards/penalties would generally need to be bespoke, as they're harder to generalize. (For example, defeating the small group of bandits leads to the discovery of map leading to a secret entrance into the castle you're trying to infiltrate, meaning the first few encounters in the castle will be less challenging.)
4) I think a more general problem with wandering monsters and minor encounters in general is that 4e pushes to set up scenes that either are a game challenge (high stakes combat or SC) or exist to push the players's narratives. The whole point of minor encounters is to drive verisimilitude (look guys, we're in the forest and we found a BEAR! It's so realistic!), which isn't high on 4e's priority list.
2) Since I do want to use them, that's kind of an aside.
3) Agreed, though I hope that more can be done, e.g. perhaps re-using the "disease track" rules in some way to cover fatigue or minor injury that don't directly correlate to surges. This part is perhaps the most speculative aspect.
4) As noted, the intent here is in part to just alleviate some (IMO valid) concerns with just how long 4e combats can be, even when you have a group actively trying to avoid delays. By stripping things down to (essentially) 1-2 rolls per player and a simpler set of benefits for expended resources (consumables, daily powers, Action Points, etc.), you can still have conflicts that have relevant stakes and the like, but they're significantly faster to resolve.
Immersion/sim stuff is sort of a hoped-for side benefit, rather than the core. That is, if a sim-favoring player sees these and feels good feels as a result, awesome, but I wouldn't sacrifice the core benefits (rigorous, if much simplified, rules for ultra-fast "combats") in order to pursue that.