Vayden
First Post
I started a new thread in the 4e rules forum consolidating my encounter building tips and throwing in a couple more - you can check it out here: http://www.enworld.org/forum/d-d-4t...tion-aka-only-you-can-prevent-grindspace.html
As far as time is concerned 90 minutes on a chance encounter with some bugs is too long. Maybe its because I only get to play in 1 5 hour or so long session once every two weeks.If we could play more often (and longer) then longer combats wouldn't be such a big issue.
90 min on a random fight is still too long even if we had more time, now that I think about it.
edit: I guess my point is that those encounters did not grind; they were tense, full of meaningful choice up until round 6 in the Kuthrik encounter and throughout the Horned Hold. Since Malchior went down in the final action of the night, the players still have to make meaningful choices.
4E combats last an enormous amount of time with my group. Not sure if it is our DM or players being slow or the game. Probably a bit of a combination of factors.
The one thing that beginning to drive me nuts about 4E is the amount of minutiae involved in it. Every round some effect is occurring that must be tracked on the character whether a daze, slow, mark, or whatever condition comes up. It really makes 4E combat tedious.
I've gone through cycles of hating 4E to liking it to hating it to tolerating it. I've finally reached the point where I'm inured to it. I still don't much like it. I won't be purchasing any books for it, but as long as someone else is willing to buy the books and run it I'll play. For myself it feels like a glorified miniatures board game.
The same old problems are cropping up that were there before. It used to be that Fireball and Magic Missile were the old spell standbys of wizards. Now it is anything that is sustainable and moveable. And most characters love to take powers with the daze and/or sun effect because daze and stun are so much better than slow or most of the other effects.
People hate taking powers with saving throws now. Rarely does a power that requires a save last and most of my players hate to take a spell that requires a saving throw because it feels like they wasted a spell, especially when it comes to daily attack powers.
All this and combat isn't shorter than previous editions. Grinding combats are not particularly fun combats as far as I'm concerned. I miss the days when players could mow down minor encounters. They don't even fear solos. We have had one solo that caused any problems the entire time we've played. Other than that solos die easily because 5 or more attacks per round always beats 2 attacks per round.
Lost Soul, I noticed something.
Bren used Sly Flourish every round. I realize that two people were gone (and thus getting their PCs played), but the rogue could have done something other than using an at-will every turn. He looks like he wasn't getting SA damage; your striker isn't striking.
Also, neither character with healing looks to have used any sort of healing powers.
Just an observation.
Kuthriks are rather nasty.
All this and combat isn't shorter than previous editions. Grinding combats are not particularly fun combats as far as I'm concerned. I miss the days when players could mow down minor encounters. They don't even fear solos. We have had one solo that caused any problems the entire time we've played. Other than that solos die easily because 5 or more attacks per round always beats 2 attacks per round.
All right. I've discovered a problem.
Usually it's somewhere around 2 rounds before the fight is finished, it occurs to me that there is no way that this monster is going to be a threat in the amoutn of time it has left to live. That, no matter what it does, no one is going to die/be close to death.
Because usually the damage is spread around, rather than really lopsided. Especially to the damage sponge Paladin.
That is fairly disappointing for me. Interesting and dynamic fights are fun, sure. But I also want a level of, well, danger.