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What constitutes Grind? What causes it?
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<blockquote data-quote="thecasualoblivion" data-source="post: 5118545" data-attributes="member: 59096"><p>I've found a few things on the DMs end can cause grind. I'm not saying avoid these things, just use them deliberately instead of randomly, when you want a longer lasting fight.</p><p></p><p>Soldiers and Controller enemies slow combat down. Controllers tend to take actions away from the PCs, and Soldiers are tough to kill and interfere with the party. Elite Soldiers and Controllers are worse, since they can't be burned down quickly. I don't use these enemies casually anymore. One trick I have found is to use Soldiers of a lower level than the party. They are accurate enough and have high enough defenses to hold their own, but they are easier and quicker to deal with. </p><p></p><p>Don't fight to the death. Artillery, Skirmishers and Lurkers can often get away easily when things go wrong. Teach your players to let enemies go. First, use DM intervention to prevent pursuit(dial this back after they start accepting fleeing enemies), and then show the players that no negative consequences result from fleeing enemies. My players still get cheesed when monsters bail, but they accept it better than they used to. </p><p></p><p>Higher level combats are also slower combats. More enemies and higher level enemies slow things down. One way to make a more challenging, more interesting yet faster fight is to use well rounded groups. Put a mix of enemies, well balanced with melee, ranged, and mobility. Use Soldiers and Controllers sparingly and deliberately, and don't overload on them(avoid 3 Soldier fights). </p><p></p><p>Use a timer, and place a limit on how long a player can spend choosing what to do. Have players choose an auto attack(an at-will), which when the timer runs out is the only action they are allowed to take. That or make them delay if they take too long. Encourage them to pay attention to the fight and be ready with a plan before their turn comes up. Do this for a period of time and they'll learn.</p><p></p><p></p><p>Also on the players end:</p><p></p><p>Use a well balanced party, and if you don't, deal piles of damage. Dealing damage is the one thing you can't have too much of. Encourage players to optimize their damage, as the faster damage is dealt the faster combat goes. Don't use 2 leaders if you can help it. 2 leaders gives a lot of survivability, but slows things down as leaders tend to have the least offense. Encourage Defenders, Controllers and to a lesser extent Leaders to care about their damage. </p><p></p><p>Learn to focus fire. The fastest way to end fights is to gang up on and kill single enemies 1 at a time.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 5118545, member: 59096"] I've found a few things on the DMs end can cause grind. I'm not saying avoid these things, just use them deliberately instead of randomly, when you want a longer lasting fight. Soldiers and Controller enemies slow combat down. Controllers tend to take actions away from the PCs, and Soldiers are tough to kill and interfere with the party. Elite Soldiers and Controllers are worse, since they can't be burned down quickly. I don't use these enemies casually anymore. One trick I have found is to use Soldiers of a lower level than the party. They are accurate enough and have high enough defenses to hold their own, but they are easier and quicker to deal with. Don't fight to the death. Artillery, Skirmishers and Lurkers can often get away easily when things go wrong. Teach your players to let enemies go. First, use DM intervention to prevent pursuit(dial this back after they start accepting fleeing enemies), and then show the players that no negative consequences result from fleeing enemies. My players still get cheesed when monsters bail, but they accept it better than they used to. Higher level combats are also slower combats. More enemies and higher level enemies slow things down. One way to make a more challenging, more interesting yet faster fight is to use well rounded groups. Put a mix of enemies, well balanced with melee, ranged, and mobility. Use Soldiers and Controllers sparingly and deliberately, and don't overload on them(avoid 3 Soldier fights). Use a timer, and place a limit on how long a player can spend choosing what to do. Have players choose an auto attack(an at-will), which when the timer runs out is the only action they are allowed to take. That or make them delay if they take too long. Encourage them to pay attention to the fight and be ready with a plan before their turn comes up. Do this for a period of time and they'll learn. Also on the players end: Use a well balanced party, and if you don't, deal piles of damage. Dealing damage is the one thing you can't have too much of. Encourage players to optimize their damage, as the faster damage is dealt the faster combat goes. Don't use 2 leaders if you can help it. 2 leaders gives a lot of survivability, but slows things down as leaders tend to have the least offense. Encourage Defenders, Controllers and to a lesser extent Leaders to care about their damage. Learn to focus fire. The fastest way to end fights is to gang up on and kill single enemies 1 at a time. [/QUOTE]
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