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Why do 4e combats grind?
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<blockquote data-quote="Vayden" data-source="post: 4594828" data-attributes="member: 57791"><p>Indeed. One other tip - err on the side of making the combat too hard. This does several good things for you:</p><p></p><p>1) Combat is automatically more interesting if there's more risk. Obviously you need to vary the level of risk (not every fight is a titanic life vs death struggle), but it's always more interesting to err on the side of "too hard" instead of "too easy".</p><p></p><p>2) It's easier to DM your way out of a "too hard" fight - you can always have the monsters make a tactical mistake, or fudge their rolls/hp, or bring in a deus ex machina - there a million ways an experienced DM can save a party's life if he needs to. As the multitude of "grindspace" threads indicate, it's harder to work a combat back up to being interesting if it's dropped into grindspace. </p><p></p><p>3) It forces your party to get better - if their lives are on the line, players develop better synergy and tactics, and get better at killing monsters. They stop blowing all of their encounter powers in the first rounds and saving all of their daily powers "in case I need them later", and learn to use both types of powers better. If they're better at killing monsters, combat goes faster, and you get less grind when you do ease off a little and give them an easier combat. </p><p></p><p>4) Everyone comlains about grind happening when they run out of encounter powers - well, if you spend 2 of the first 5 rounds of combat unconscious, you're probably still going to have a couple encounter/daily powers in your back pocket when the warlord gets you back on your feat in round 6. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Vayden, post: 4594828, member: 57791"] Indeed. One other tip - err on the side of making the combat too hard. This does several good things for you: 1) Combat is automatically more interesting if there's more risk. Obviously you need to vary the level of risk (not every fight is a titanic life vs death struggle), but it's always more interesting to err on the side of "too hard" instead of "too easy". 2) It's easier to DM your way out of a "too hard" fight - you can always have the monsters make a tactical mistake, or fudge their rolls/hp, or bring in a deus ex machina - there a million ways an experienced DM can save a party's life if he needs to. As the multitude of "grindspace" threads indicate, it's harder to work a combat back up to being interesting if it's dropped into grindspace. 3) It forces your party to get better - if their lives are on the line, players develop better synergy and tactics, and get better at killing monsters. They stop blowing all of their encounter powers in the first rounds and saving all of their daily powers "in case I need them later", and learn to use both types of powers better. If they're better at killing monsters, combat goes faster, and you get less grind when you do ease off a little and give them an easier combat. 4) Everyone comlains about grind happening when they run out of encounter powers - well, if you spend 2 of the first 5 rounds of combat unconscious, you're probably still going to have a couple encounter/daily powers in your back pocket when the warlord gets you back on your feat in round 6. :) [/QUOTE]
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Why do 4e combats grind?
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