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What constitutes Grind? What causes it?
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<blockquote data-quote="Lord Zardoz" data-source="post: 5117020" data-attributes="member: 704"><p>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).</p><p></p><p></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5117020, member: 704"] 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). 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. END COMMUNICATION [/QUOTE]
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