I'm not trying to belittle the experiences or difficulties of others. However, it seems an unreasonable expectation to just be able to throw any proper xp budget together and call it a good encounter. Especially for a home campaign, the DM should know the tendencies and capabilities of his players and be able to design good encounters based on that knowledge. A DM should not say, "My players always alpha strike and ruin combat tension; my hands are tied." He should instead say, "My players always alpha strike and ruin combat tension; what steps can I take to add it back in?"
Because despite AbdulAlhazred's excellent explanation, I'm just not convinced that this is a phenomenon experienced equally at every table. It's true that saying "Be a better DM" is typically less than useful advice, but it's also true that expecting to get great encounters without a lot of experimentation and trial and error and customization is less than reasonable. Encounter building has always been more of an art than a science; the fact that 4E requires a little less art doesn't mean it doesn't require any.
Agreed - you can't just fill out the XP budget and consider it a good encounter. A DM needs to know his players and adjust any encounters based on the party. A party of five that is a leader, controller, striker and 2 defenders is a lot different than a party that has 2 strikers & one defender or 2 controllers and one defender, etc.
The current makeup of my group is the second combo above - one of each role, plus an additional striker. So, they can dish out a lot of damage in round 1, and then continue to dish it out via the two strikers (especially when the rogue has flanking). So, I've already found that a Solo monster needs some support in order to be a realistic threat: I had one Solo supported by a Swarm, and another by two "pet" shadow hounds to provide the Solo their own flanking. However, they also bought the Solo some time to hopefully recharge their big bang power. (That certainly added tension, as the players were pretty spent in terms of dailies & encounters, and if the bad guy was able to recharge, they easily might have lost the combat...) If my group had two defenders instead of two strikers, they could suck up a lot of damage, but not dish out quite as much. Or, if they had two controllers, they'd be great against the ravening hordes of goblins, zombies, orcs, etc. However, not quite as good against solos.
It is really is something of an "art" in terms of encounter building, as chzbro says
I think you need to ask, "What is a good & interesting challenge to my party?" I got to be very good at it by the end of my two and a half year long 3.5E campaign that ended a year ago. I'm still developing things for 4E, but I'm getting better at it.

Last edited: