ggroy giving possible solutions to grind
S'mon giving possible solutions to grind
ggroy giving more detail for solutions to grind (successful attacks vs actual dmg)
Plane Sailing commenting on solutions to grind
All reasonable suggestions. But as I said previously, this thread is not intended to be yet another 'Too much grind, how do I fix it' thread. I am convinced that there are enough variable elements from one game to the next that it may be more productive to find out why people end up encountering grind. To that end, having people describe what constitutes a grind and why it happens is more interesting.
Overly durable monsters are the #1 cause of grind, by far. The worst culprits IME are higher level than the party Soldiers and prerata Elites. The most grindy fight I had was the ca 2nd level PCs vs a single 5th level Soldier Elite (delevelled Ettin), a very badly designed monster IMO. Another culprit was 1st level PCs vs a 5th level Brute Elite (Gelatinous Cube), due to its controller powers. The fight last session with 3rd-4th level PCs vs a Grell (7th level Elite) had some potential to be grindy, but its being backed up by gnoll huntmasters, and its very vicious attack routine, kept it interesting I think.
That to me is interesting. Just consider the level differentials here a momnet:
Lvl 2 PCs vs Lvl 5 Elite.
Lvl 1 PC's vs Lvl 5 Brute.
Lvl 3/4 PC's vs Lvl 7 Elite
It has been decisively proven that in 4th Edition, PC's can punch well above their weight due to improved durability. But in 3rd Edition, no sane Dm would habitually put level 1 and 2 players up against 5 HD monsters, becuase such fights would be mechanically broken. An Elite at any level is by definition supposed to be a creature that is just much more durable, and able to last a few more rounds against level appropriate players while not having the overwhelming offense that a similar amount of HP would indicate in previous editions. It does not have the means to challenge every party member like a Solo can.
In 3rd Edition, lvl 2 vs CR 5 is a risk of a TPK. In 4th you get the risk of a grind. But complaining that either is broken seems like complaining that your car gets stuck when you take your Smart Car offroading in the mud. Why do we expect these fights to work in this ruleset?
Aside from the possibility of "the fight is already decided, we are just negotiating the number of healing surges", grind also happens when not much happens each round, or only the same things happen. This is often the case in the former case, but it doesn't have to.
I think a "grindy" fight for example can be against a Black Dragon - he always retreats himself back into that sphere of darkness, and nobody has a real chance to hit. That's pretty boring most of the time. Only if he manages to bring your hit points low it might get exciting again, but even that can become grindy, if you just don't seem to put a dent into your enemies.
Ok, so from this, I would slightly alter your first sentence. "The fightis already decided
in the players favor, we are just negotiating the number of healing surges". That does seem to be the most common type of grind.
The Black Dragon example is what I would call Lurker Grind. The fight is not really certain at that point, since the dragon has a good shot at winning. A solo Lurker that is a few levels higher then the PC's is probably going to be one of the longest possible fights you can have. Monster does not have enough damage output to put anyone at risk, so every player has at least 1.25 normal HP (from 2nd wind), and more if Leaders and temp HP are a factor.
Mustrum_Ridcully said:
I think fights against many monsters often do not become that "grindy" because you have many "mini-events" like "enemy bloodied" and "enemy killed" and also events like "oh my god, they are all hitting the wizard this round, do something!".
If there is no terrain to exploit, maneuvering makes no difference, then longer combats get "grindy". It's important for a combat to allow for making meaningful decisions. If you are down to your at-will powers and everyone has every enemy flanked, there isn't much decision-making necessary, or it at least doesn't have a meaningful impact.
Those two elements are a factor. Many enemies creates the possibility of the Dm having a 'hot' round with the dice and inflicting more damage then any X+3 Elite could do. Flanking will help against high player AC.
The presence of interesting terrain will help compensate for a too long combat against many opponents. I do not think it will matter much against low numbers of Elites who fight best toe to toe.
Beating on walls of hit points at a predictable pace produces grind.
Knowing that there are no major tide turning resources on either side adds to the feeling of predictability.
Generally I have found that less swing = more potential for grind.
The added elements of set piece terrain, hazards, and additional objectives in combat can help somewhat but I honestly believe that if these things are needed in liberal doses to fix grind and make combat interesting then there is an underlying problem.
The pressure to keep up these gimmicks in a large number of encounters or else the battles become grinds isn't a satisfying solution. The mechanics for resolving combat should not attempt to dictate playstyle.
A combat should be interesting and keep players engaged equally whether it is fought in a plain 40 x 40 guardroom or inside a pinball machine.
Very good points here regarding the definition of grind. I will question whether beating on a wall of HP is boring in and of its self, assuming the players are able to hit reasonably often. I will accept that beating on a wall of HP with only At Will attacks will get boring. I also expect that having that wall of HP with an AC that causes most of the encounter and daily powers to miss is a big factor. But it is also possible that if you use a few too many level appropriate elites and the players run out of such attacks, that the fight starts to grind.
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