And perhaps it's my lack of imagination
If you're running RPGs, I highly doubt that's the issue.
, but I've been running the game weekly for around 6 months now. Let's say we're having 2 combat encounters per session on average. That's around 48 fights I've created and run. That's battles with brutes protecting back ranks of artillery. That's waves of minions. That's a couple solo boss monsters. That's some with dangerous terrain and some with elevation changes.
But it's just not enough ... at least for me.
Exactly. That's why
every single fight needs to be filled with dangerous terrain, traps, skill challenges, secondary objectives, etc. Basically the advice from the DMG. Treat every fight like a boss fight, even if it's just a couple brutes guarding the artillery. Combat encounter as center piece. That combat
is the show. Either go wildly overboard or skip it. It's not worth the handling time to work through a less than utterly spectacular combat.
There are only so many battles I can run with different types of enemies that give the illusion of a thrilling, life-or-death combat that ultimately takes all their Encounter powers, 2-3 Healing Surges, and 0-1 Daily Powers.
Exactly. You've looked behind the curtain and you see it for what it is. An illusion. That's what I'm talking about. That's why I prefer old-school games or turning combat into a skill challenge. The system I've been working up is literally that. Everyone makes a roll and based on the results, you spend resources to win. The end. No hours long pointless slog.
There's only so much that the robust combat system can do for you before it feels like you're playing a miniature skirmish game.
Again, exactly. It is a minis skirmish game. You can't hide that. Even making every fight over-the-top highlights rather than obscures that fact. The other way to go is stop doing the grindy combats. Stay out of fights. Only use the skill challenges (hopefully looser than as written, without the bad math). It's an RPG. It can be whatever you want. If you don't like the fights, skip 'em. Or rely on them less. Do more social and exploration. Etc.
To me, 4E is the best WotC-era D&D. I love everything they did with that game. But combat is just way too involved and takes way too long. Their standard combat is what a campaign ending BBEG fight should look like to me. Everything short of that, the combat system is overkill.
The plot is a ribbon to tie together the battles. The character customization and roleplaying is the skin for an avatar.
Only if you let it. Only if you focus on combats. Condense fights. Skip fights. Run fights as a skill challenge. Etc. There's lots you can do. You don't have to play as written or run modules as written. Just because 4E is a giant blinking neon sign pointing to minis skirmish combats doesn't mean you have to focus there. It's just as much an RPG as any other RPG. So stop focusing on the combat.
Have we had a session focusing on roleplaying, exploration, or investigation in 4E? No.
Is there anything preventing me from doing that? Also, no. Except I will say that it would feel out of place in a way that it doesn't in any other edition of D&D (or Warhammer Fantasy, or Call of Cthulhu, etc.) It feels like adding role-playing to Hero Quest.
Yeah. I get that. We fell into the exact same trap. But, and this is important, if you want it not to feel like a minis skirmish game...that's exactly what you have to do.