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Why do 4e combats grind?
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<blockquote data-quote="firesnakearies" data-source="post: 4592535" data-attributes="member: 71334"><p>When it gets to that slowdown semi-stalemate phase, whichever side feels like they're more likely to lose after the prolonged grind should radically switch tactics and change the rules of engagement. </p><p></p><p>If the PCs are at the point where they're out of goodies, and can see that they have a less-than-excellent chance of winning the slugfest that remains, they should stop trading blows and start doing creative stuff. Moving around, running away and regrouping, trying to get into better tactical positions, trying to maneuver enemies into disadvantageous or dangerous places, using the various other combat actions available besides just "I attack with my at-will power."</p><p></p><p>Same for the monsters, if they're the ones with the short end of the stick. Run away, try to get reinforcements, try to hide and ambush, lure the enemies into traps, find a new place to make a stand that changes the dynamics of the battle.</p><p></p><p>Start using grabs and bull rushes and full defense and aid another, start using terrain and skill stunts and the like. Encourage the PCs to be creative, to be flexible, to reposition themselves when things have gotten stale. Make the monsters dynamic, too. Have them go berserk and become suicidal at some point, or have them go into sneaky careful guerrilla warfare mode and turn the fight into a running battle which covers a large swath of the dungeon or other area.</p><p></p><p>You don't need encounter and daily powers to make a combat exciting, or to make lots of interesting, shifting, meaningful tactical choices. A few types of encounters may be the exception, but for the most part, you can prevent any fight from turning into a boring toe-to-toe at-will slugfest grind. Either force the PCs to go into "desperate measures" mode or have the monsters do so.</p><p></p><p></p><p></p><p><strong>$</strong></p></blockquote><p></p>
[QUOTE="firesnakearies, post: 4592535, member: 71334"] When it gets to that slowdown semi-stalemate phase, whichever side feels like they're more likely to lose after the prolonged grind should radically switch tactics and change the rules of engagement. If the PCs are at the point where they're out of goodies, and can see that they have a less-than-excellent chance of winning the slugfest that remains, they should stop trading blows and start doing creative stuff. Moving around, running away and regrouping, trying to get into better tactical positions, trying to maneuver enemies into disadvantageous or dangerous places, using the various other combat actions available besides just "I attack with my at-will power." Same for the monsters, if they're the ones with the short end of the stick. Run away, try to get reinforcements, try to hide and ambush, lure the enemies into traps, find a new place to make a stand that changes the dynamics of the battle. Start using grabs and bull rushes and full defense and aid another, start using terrain and skill stunts and the like. Encourage the PCs to be creative, to be flexible, to reposition themselves when things have gotten stale. Make the monsters dynamic, too. Have them go berserk and become suicidal at some point, or have them go into sneaky careful guerrilla warfare mode and turn the fight into a running battle which covers a large swath of the dungeon or other area. You don't need encounter and daily powers to make a combat exciting, or to make lots of interesting, shifting, meaningful tactical choices. A few types of encounters may be the exception, but for the most part, you can prevent any fight from turning into a boring toe-to-toe at-will slugfest grind. Either force the PCs to go into "desperate measures" mode or have the monsters do so. [B]$[/B] [/QUOTE]
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