Before the conversation goes much further: could the people saying "our group doesn't find 4e grindy" please put an actual time figure on how long it's taking you to clear level-appropriate fights? The baseline we're working with here is "hour-long combats on trash, two-plus-hour combats on solos/big fights, are too much". So is "not grindy" like half-an-hour, or is it still an hour and just a matter of word choice/differing tastes?
Same here.
Once the party is familiar with everyone else's powers at the table, and has had some experience working together to take down foes, the grind seems to go away for us. It's only when people do not know how to effectively use their powers, and how to use them in conjunction with the other players, that grind seems to set in for us.
Also--focus fire.
The difference between PCs who are static and each swing at their own unique enemy and those who move into position to gang up on single enemies and eliminate them one by one is massive.
this isn't as big of a deal as you might think, so long as you don't go too far out. The math behind monster values is that a monster of level n+4 is worth twice the XP as a monster level n, in fact the same amount of XP as an elite of level n. if you're using something like an n+3 monster for a level n encounter you are using close to (dependant on level) 2/5th's of the encounter's XP budget.
for simpler math let's use the level n+4 example, along with brutes (the most notorious offenders of "grind" along with soldiers)
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next compare AC. the base assumption is that, on average, you'll hit something of your level on a roll of 10 or better. for brutes this is a bit lower, ... 60% of their swings will hit, and the accurate hitter will net a 70% hit rate. go up for levels and you essentially lose 20%, so 40% and 50% respectively.
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Those are all averages of course. Your encounter and daily powers do many rounds worth of at-will damage
S'mon said:It's grindy because the designers wanted monsters to hang around long enough to use their powers, and tactical situations enough time to develop in interesting ways. They wanted to get away from the 3e 3-round fight towards more of a 6-round fight as standard.
I think this works well for big set-piece battles, but can be a problem in conjunction with 4e's emphasis on having several fights in an adventuring day.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.