Lord Zardoz
Explorer
I have not seen a huge effect of build. My players aren't particularly powergamers. Most of the characters they generate would be considered sub-optimal on the CharOp boards, but the characters aren't worthless in combat either. I think as long as some minimum level of effectiveness is achieved, build isn't too much of a factor. From what I have observed, the factors that contribute most to eliminating grind are focused fire, picking the right targets to eliminate early and appropriately timed use of encounter powers, daily powers and action points.
Fair point, though I think build may not have been the optimal choice of word (though I would still consider that an element). Party composition has a pretty strong effect on the specific tactics available. Specific build options can have a large impact on party mobility. Focusing fire on a single target requires that every player is able to attack that target without putting themselves at risk. A party with access to 2 or 3 ranged at will powers is going to do better at focus fire then a party that has all melee optimized Strikers (Think Fighter, Warlord, Rogue, Melee Ranger, and Paladin).
One example that occured when my group first started playing 4e illustrates the problem perfectly. They were in a combat with a group of Orcs and each PC (5 PCs total) used their class Encounter power on a different opponent. In addition, they used two Dailies and one Action Point (again, not focused on a single opponent). The Warlord used his Encounter power to grant bonuses to several other PCs, all of whom used that bonus on At-Will attacks, rather than Encounter or Daily powers. The PC who used an Action Point (and received a bonus from the Tac-Lord) used his normal action for an Encounter Power and his Action Point for an At-Will (again, using the Warlord's bonus to modify an At-Will instead of a better power). Their tactics were effective, in that the PCs won the fight, but no monster dropped until the 2nd to last round of combat, then they all died within 2 rounds. If the PCs had focused fire and synergized their powers, the fight probably would have ended 3-4 rounds sooner and monsters would have been dropping throughout the fight - keeping the fight dynamic and interesting.
I'm not sure there's a lot to be gained by taking an already good group and making them amazing tacticians, but it's definitely the case that taking an inexperienced group and improving their tactics to average or above can make a big difference (IME).
My reading of that does not sound necessarily grindy. The biggest impact on the fight would be that the DM would need to make more attacks on average since his monsters lived longer, and that the players would have lost more HP and more healing surges. Depending on the secondary effects of the Encounter or Daily attacks, there might be compelling reasons to spread the pain around a bit.
The biggest factor on length of the fight would not be the lack of focus fire, but on how often the Encounter or Daily powers missed due to not trying to guarantee the best chance to hit. Focused or not, X orcs have X*Z hp, and the players have to inflict X*Z HP damage (give or take some overkill, hitting a 4 hp Orc for 15 dmg). I suppose that by having the opponents live longer as a whole, the players may prolong the combat by needing to use 2nd Wind actions, sacrificing an attack action for a healing action. If anyone was dropped, that would also affect the combat duration (due to losing 1/5th of their offense).
Of course, if the DM or the people at the table say a fight is a grind, then it was a grind. However, I would say that the fight was not necessarily a grindy fight as much as a potentially more dangerous one for the players due to sub optimal tactical choices. Using the definition of a grind as having no options to speed things up, I would say that the players had those options but ended up not making those choices.
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