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Stalker0's Guide to Anti-Grind
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<blockquote data-quote="Novem5er" data-source="post: 4874479" data-attributes="member: 57859"><p>Agreed - great article!</p><p></p><p>While I've applied several of the tactics in the OP to my game, I've unfortunately had to go a step further. We've reduced monster HP by 50% and I add bonus damage to each monster attack equal to 1/2 level + 1.</p><p></p><p>We've run it this way for 3 sessions now and my players love it! The combats go much quicker, feel more fluid, and we get more out of each session. The only problem I have with it as a DM is that it screws some monsters out of (save ends) affects or special attacks that are intended to use several times a fight. Since the combats last half as long, monsters (and PCs to a point) have half as many rounds to hit.</p><p></p><p>The bonus damage helps keep things pretty deadly. Our level 6 monsters are doing +4 damage with each hit. It doesn't look like a lot on paper, but when a Brute hits you for 2d6 + 11 with a Basic attack, the players take notice... <em>especially</em> when a character is double-tapped in a single round.</p><p></p><p>I'm of the opinion that 4e combat <em>as written</em> is just fine... when you have 5 dedicated players who've memorized their powers, think tactically, and are engaged during everyone else's turn (AKA paying attention!). For my group, though (with 5-7 players per week!) normal combat rules meant that half the group was "done" with the battle 30-45 minutes before it was really over.</p><p></p><p>Mostly, my players kept getting pissed that they could Crit with an Encounter power and not even <em>bloody</em> a dang Gnoll. We went from <em>that, </em>to one-hit killing Wereboar when the dice are with us... and when half the party is down 2-4 healing surges at the end of it, it feels right.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 4874479, member: 57859"] Agreed - great article! While I've applied several of the tactics in the OP to my game, I've unfortunately had to go a step further. We've reduced monster HP by 50% and I add bonus damage to each monster attack equal to 1/2 level + 1. We've run it this way for 3 sessions now and my players love it! The combats go much quicker, feel more fluid, and we get more out of each session. The only problem I have with it as a DM is that it screws some monsters out of (save ends) affects or special attacks that are intended to use several times a fight. Since the combats last half as long, monsters (and PCs to a point) have half as many rounds to hit. The bonus damage helps keep things pretty deadly. Our level 6 monsters are doing +4 damage with each hit. It doesn't look like a lot on paper, but when a Brute hits you for 2d6 + 11 with a Basic attack, the players take notice... [I]especially[/I] when a character is double-tapped in a single round. I'm of the opinion that 4e combat [I]as written[/I] is just fine... when you have 5 dedicated players who've memorized their powers, think tactically, and are engaged during everyone else's turn (AKA paying attention!). For my group, though (with 5-7 players per week!) normal combat rules meant that half the group was "done" with the battle 30-45 minutes before it was really over. Mostly, my players kept getting pissed that they could Crit with an Encounter power and not even [I]bloody[/I] a dang Gnoll. We went from [I]that, [/I]to one-hit killing Wereboar when the dice are with us... and when half the party is down 2-4 healing surges at the end of it, it feels right. [/QUOTE]
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